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NecromundusInquisitorium v1
NecromundusInquisitorium v1
AUTHORS
Design, graphic edition, photos, lore, layout and game Photos contributor — Will Cooper
rules — Kacper Kuc [https://www.instagram.com/slave_to_the_wip/]
[https://www.instagram.com/kacp_k01/]
Photos contributor — Jacob
Co-creator, photos, lore contributor, proofreading — [https://www.instagram.com/bitzboxer/]
Steve Brice
[https://www.instagram.com/hobby.dad/] Photos contributor — Ben Cartwright
[https://www.instagram.com/requiem_82/]
Photos, The Hunt for the Hellhounds lore and Cylena
Yarija’s Retinue contributor, proofreading Photos contributor — Nicklas Pihlström
— David John Rosewell [https://www.instagram.com/ [https://www.instagram.com/nicklas.pihlstrom/]
dark_kinetix/]
Photos contributor — Simon Elsen
Photos contributor — Alexander Lunde [https://www.instagram.com/simon.elsen/]
[https://www.instagram.com/hrosshvalur_lunde/]
Photos and Bleakspur Hive contributor — Neil Reed
Main Artist — Pascal Reber [https://www.instagram.com/neil101.nr/]
[https://www.instagram.com/the_bleached_eye/]
Photos contributor — Jonas Diem
Layout and Border Design, Hellhounds artwork [https://www.instagram.com/rokksville/]
— Carl Johnston
[https://www.instagram.com/carl_r_johnston/] Photos contributor — Kane Young
[https://www.instagram.com/kanetheportrayer/]
Filler, one-page artworks are generated by AI
(Midjourney) Photos contributor — Andrew & Dana Gardner
AUTHORS STATEMENT
This document is a fan-made extension and supplement for Necromunda Underhive game, for which all rights
are reserved by Games Workshop Limited Group.
TABLE OF CONTENTS
Introduction.............................................. 4 Daemon Weapons................................. 42
About The Book........................................ 4 Rules...................................................... 42
Inquisitor54............................................... 4 Types of Daemons................................. 42
Prescence on Necromunda.................... 5 Properties............................................... 42
History...................................................... 5 Chaplain Tiberius.................................. 45
Old and Rising Threats............................. 5 Unholy Enemies.................................... 47
Hive Secundus......................................... 5 Vampyres............................................... 48
3
Hive Temenos........................................... 5 Plague Zombies..................................... 51
The Immortal Cult..................................... 5 Daemons................................................ 52
Chrono-Crystals....................................... 6 Mutants.................................................. 57
Forbidden Cities....................................... 6
Beastmen............................................... 58
Xenos Strangers...................................... 6
Adeptus Arbites..................................... 64
The Hunt for The Hellhounds................. 7
Imaginarium........................................... 84
Ordo Sepulturum Warband................... 13
Bleakspur Hive.................................... 107
The Investigators................................... 15
The Forgotten Hive.............................. 108
Inquisition Rules.................................... 17 An Opportunity..................................... 109
General Principles.................................. 17
Creating Inquisitor.................................. 17
Three Ways of Playing........................... 17
Inquisitor’s rules..................................... 18
Philosophies........................................... 18
Ordos..................................................... 19
Operational Types.................................. 19
Creating a Warband............................... 24
Retinue................................................... 24
Extra Members....................................... 24
Warband Game Mode............................ 29
Additional Rules..................................... 29
Campaign Suggestions......................... 30
Scenarios Ideas..................................... 30
Extra Actions.......................................... 31
Daemonology......................................... 32
Holy Armoury......................................... 34
Weapon Reference................................ 36
Armour Rules......................................... 38
Wargear Rules....................................... 38
INTRODUCTION
“A moment of laxity spawns a lifetime of heresy.”
Agents of the Holy Ordos scour through the Hives, Ash House Cawdor has a powerbase in Hive Temenos and
Wastes and Underhives in search for anyone, who could constantly wars against any rivals whose vision of faith
endanger rule of the Imperium on such a crucial planet. differs from their own.
This often pits them against Lord Gerontius Helmawr, the
planetary governor, whose interests are not always the same The Inquisition finds interests in Hive Temenos due to the
as those of the Inquisition. Nevertheless, sometimes the hive’s position as a major hub of the Ecclesiarchy, which
threat is so imminent or of such a scale, that help from the has great influence over the population of Necromunda.
Holy Ordos is needed, and personal interests are put aside. The Inquisition is concerned with rooting out heresy and
corruption within the Imperium, and the hive’s pious and
devout population, as well as the potential for underground
OLD AND RISING THREATS activities by House Cawdor, makes it a prime location
for their investigations. Additionally, the presence of the
Although countless cults and threats, rise and fall on Adepta Sororitas and the deployment of confessors and
Necromunda, thanks to the relentless work of the Agents missionaries from the hive gives many tools and potential
of the Imperium, some places or events were much more collaborators to the Ordo Hereticus especially.
important than the others. Below I gather snippets from
the official lore, on instances, where the Inquisition was or
is involved. THE IMMORTAL CULT
The Immortal Cult’s belief in psychic awakening has led
HIVE SECUNDUS them to develop a unique and dangerous psychic ability
that allows them to plunder the secrets of other psykers.
Hive Secundus, once the second greatest hive city on They then use this knowledge to gather unsanctioned
Necromunda, fell victim to a Genestealer infestation over a psykers, whom they see as potential recruits to their
century ago. The infestation was caused by rogue Adeptus cause. The Cult’s manipulation of other psykers and the
Mechanicus Tech-priest Biologis Hermiatus, whose unsanctioned psykers’ involvement in their schemes have
research went awry. The Inquisition intervened, resulting attracted the attention of the Inquisition.
in Hive Secundus being destroyed by Necromunda’s PDF
defence batteries, including its central spire. Despite this The Inquisition views the Immortal Cult as a dangerous
extreme response, the Genestealer infestation remained, heretical group, and they will stop at nothing to eradicate
and the ruins are now overrun by the xenos creatures and them. The Cult’s actions have caused immense destruction
their infected human kin. A ring of trenches and redoubts and loss of life on Necromunda, leading many to fear their
surrounds the ruin, manned by conscripts and penal presence. However, rumours persist that the Cult has
troops. The xenos creatures and feral human survivors spread its influence beyond Necromunda and that their
engage in a constant war of survival. dark goals may have even wider-reaching consequences.
The fate of Necromunda and the Imperium hangs in the
Ordo Xenos as well as Space Marines from the Imperial balance, and it remains to be seen if the Inquisition can put
Fists chapter, which has monastery at the top of Hive an end to the Immortal Cult’s schemes once and for all.
Primus, are closely monitoring any Genestealer Cults
activities, as unknown to many, some cultists have
escaped the destroyed Hive to spread Xenos gift further
across the world of Necromunda.
CHRONO-CRYSTALS XENOS STRANGERS
Bald Bryen, the mayor of Rust Town on Necromunda, gives Xenos influence is ever present on the world of
out Chrono Crystals to those who can claim them from his Necromunda – not only are their weapons and wargear
deadly maze. Winning the crystals is rare and earns the smuggled in by Cold Traders and sold on various Black
winner Bryen’s enmity and possibly the attention of the Markets, but their exotic pets are also imported by House
Ordo Chronos. Rumours suggest that the crystals are part Escher and Noble Houses. Even some Xenos races
of a plot to bring about the Chrono-Cataclysm, but the themselves maintain a small, mostly hidden presence on
event’s nature is debated on Necromunda. Some say it is a the Necromunda. This of course alert Ordo Xenos, as even
plot by the Immortal Cult, while others claim it’s a plan by one Alien can bring collapse to the entire planet.
the ancient Iron Lords or House Aranthus. There are also
rumours that Bryen serves dark forces and that the Chrono Below, are some of the known races that are found in
Crystals are part of a fiendish plot. However, others claim Necromunda:
that he is an agent of the Throne, and everyone is living in
6 an alternative reality created by the Ordo Chronos. ORKS
Ork raiders were responsible for the destruction of the
trio of Hives that now become known as the Skull. Some
FORBIDDEN CITIES remnants of the Orks still exist on Necromunda and often
loot Ash Wastes settlements.
The military tunnels that link the many hives of
Necromunda run deep beneath the ash wastes, cut into GENESTEALERS
the very bedrock of the planet. Under the hives, and linked It is said that original Patriarch of the Second Sons
to this underground tunnel network, are cavernous storage survived destruction of the Hive Secundus and to this day
depots and bunkers, used for stockpiles of synthetic is sending it’s children across the planet.
The four shackled, heretics were escorted into the The Interrogator swore “Emperor damn these bastards!”
precinct’s interrogation chamber by several armed disgust written across her face.
enforcer officers. Cylena and Bärroth awaited them, along
with a baroque torture rack device that looked it was from “It would appear that Kel’tor had put a curse on them, to
Terra’s pre-history. prevent them from divulging too much information.” said
Bärroth as he examined the dead cultists.
The Interrogator smiled crookedly and turned to Bärroth
“Chirurgeon, you will help me get answers from these “Emperor knows where they could be now.” Cylena replied
whelps.” He nodded wordlessly as she continued “Once frowning. “But first, we need to deal with the hell beast.”
they have spilled their secrets, I want them executed and
burned.”
BANISHING THE BEAST
Suddenly, the cultist called Jörgmund shouted out defiantly
“You’ll get nothing from us! Death to the False-Emperor!” Reports had filtered through that the creature, dubbed
‘The Foulbeast’ by locals had been spotted on the
“Silence warp-filth!” snapped Cylena as she struck him. outskirts of the sector. The Interrogator and her followers
“This one is first.” Two officers then grabbed the out- found the monster relatively quickly, inside a derelict
spoken heretic and roughly strapped him to the torture manufactorum. Foulbeast was a fitting name indeed, as
rack. it smelled like rotting meat and was taller than an Ogryn.
A writhing nest of proboscis that drooled green ichor who died in the fighting. However, none of those shadows
made up the creature’s lower jaw and its left arm ended appeared to belong to either the cult’s leader or the witch.
in several lamprey tentacles. However, most disturbing of He followed their warp-taint, both had been dragged away
all were the numerous fanged maws protruding from its by several others, he counted ten heretics in total who had
bloated belly. escaped.
“End this abomination now!” Cylena shouted; her features Hâs’tyr turned to the Interrogator and said “I have found
curled in distaste. She turned to Havok 2564 and uttered the direction the survivors took. It would appear that both
his trigger word “Extremis.” Vokran and Kel’tor survived, their paths lead this way.”
Havok charged, spurred on a concentrated mix of The psyker led them to a clearing that had been turned
combat-stimms; he dived beneath the writhing tentacles into a makeshift landing pad, littered with discarded fuel
and pummelled the beast’s midriff and right arm with lines and tell-tale booster burn marks marring the ground.
his electro-whips. The Foulbeast spasmed as electrical
discharge surged through its body, Irina then stepped “Their warp-taint stops here. It would seem they stowed 9
in with her eviscerator, severing its tentacles; the beast away on a transporter or something. It is impossible for me
roared in pain and anger. A hail of las bolts from Marhtôk’s to track them any further.” said Hâs’tyr.
multi-laser knocked it back a step and left smouldering
craters in its torso. Cylena and Bärroth fired flechette Cylena cursed and rounded on the psyker, pointing her
and needler rounds into the thing’s face, the razor- sword at him. “Then what use are you to me now warp-
sharp projectiles embedding themselves into its eyes scum?” she snarled, causing him to back away in fear.
and proboscis. Then Malak let-off a burst of burning
promethium from his fire pike, engulfing the warp horror “Interrogator.” interrupted Marhtôk. “I believe I have
in flames. As the beast staggered around, Cylena un- another way to track them, perhaps the enforcer precinct’s
shackled Hâs’tyr and shoved him into its path. She yelled cogitators could hold the answers we require.”
at him “Banish it back to the warp, or I’ll have Malak burn
you alive!” Cylena’s fury ebbed. “Very well Magos, we make our way
back to the precinct.” she said, returning her sword to its
Hâs’tyr let out a breath and began to incant; the air took scabbard and stalked back to their awaiting vehicle.
on a greasy, waxy texture, as the barrier between reality
and hell-space thinned. A tear of strange un-colours
appeared behind the Foulbeast, and it left off one final A NEW UPRISING
howl before it was sucked back into the warp. The wound
in reality closed and Hâs’tyr collapsed to the floor, blood Marhtôk scoured the precinct’s cogitators and enforcer
dripping from his nose. “It… It is done…” ´he said weakly network for any information that could tell him where the
before Malak and Irina jumped on him and re-shackled the mysterious transport ship had gone. He worked non-stop
psyker. for days, his multi-faceted machine eyes staring unblinking
into the streams of scrolling data, but he could still find
nothing.
THE HUNT BEGINS
As time went on, Cylena’s impatience grew, while the
With the Foulbeast now dealt with, it was time for Cylena Magos remained impassive; it had now been over two
to turn her attention back to the Hellhounds. It would months since the Hellhounds’ disappearance. However,
not be an easy task though, the information that she and just as hope seemed to be slipping away for the young
Bärroth had extracted from the prisoners was next to interrogator, news filtered through that Gothrul’s Needle
useless. So, Cylena and her entourage secured transport was on lockdown. There was an uprising in progress, that
and made the journey to Foulnest in the hope they could had been instigated by none other than Vokran himself,
pick up the heretics’ trail. who had somehow gained a seat of power! Cylena
chucked mirthlessly, clearly the power-hungry helot knew
They arrived at Foulnest a couple of days later. The place nothing of the Ordo’s interest in him.
looked like a warzone, with bullet holes everywhere. The
altar where the Hellhounds’ witch had summoned the Cylena gathered her disciples. “It would appear that the
Foulbeast had been destroyed by the coalition after the hunt is back on, we make for Gothrul’s Needle!” she said
fight. It had now been forty-one cycles since the remaining with a wry smile.
Hellhounds had escaped, but Cylena hoped that they
could still track the heretics with Hâs’tyr’s abilities. The To be continued…
psyker stood before the broken altar, he could still see
the echo of the tear where the Foulbeast had appeared
and all around he saw the shadows of the souls of those
CYLENA YARIJA’S RETINUE BOUND HERETIC PSYKER HÂS’TYR
The psyker was captured and bound to Mordred’s service
INTERROGATOR CYLENA YARIJA during a mission in Hades Hive on Armageddon to quell
a heretical uprising. The use of Hâs’tyr’s unsanctioned
Interrogator Cylena Yarija of the Ordo Hereticus has been psionic powers is one of the reasons why some members
Inquisitor Ivár Mordred’s understudy for over 20 years. the Ordo have labelled the Inquisitor as a radical. Despite
the controversy surrounding this shady, robed figure; a
She is just as uncompromising and zealous as he is and psyker with his abilities will be needed to sniff out the
like her master, she too is a secret devotee of the radical Hellhounds’ taint and banish the Warp Horror. His powers
Xanthite faction. Many would consider Cylena beautiful, are kept under control with the help of a nullifier-helmet
with her strong cheekbones, slender build, and long and anti-psy shackles.
legs. However, people should not be fooled by her looks,
10 as she is cold, detached, and well-versed in numerous DEACON MALAK ‘THE PYRE’
excruciating torture techniques.
& ZEALOT IRINA ‘THE FURY’
She is dressed in a black leather bodysuit, red half-cloak,
and mesh armour with a large collar; under which she The fanatical Deacon Malak and hot-headed Zealot Irina
wears an armoured undersuit. A refractor field gives her are members from the Cult of Redemption known as ‘The
added protection and she is armed with a flechette pistol Scorched’. They were recruited during Cylena’s last mission
with witchbane ammo, a shivver sword and psyk-out on Necromunda after their gang was decimated by the
grenades. The sword was taken from a possessed Delaque possessed Delaque psykers. Their hatred towards witches
Nacht-Ghul who she had slain during a previous mission makes them perfect “handlers” for keeping Hâs’tyr in
in Hive Primus; She had been helping House Cawdor track check.
down and execute a cadre of possessed Delaque psykers.
The muscular Malak wears a skull faced helm and
MAGOS MARHTÔK carries a deadly fire pike that is connected to a baroque
promethium container on his back. He also ritually covers
Garbed in cream and rust-red robes, the Magos is one his hands ash of his slain foes. While the small, but fiery
of Mordred’s longest serving disciples, he hails from the Irina wields an eviscerator that is almost as tall as she as.
now destroyed Forge World of Gryphonne IV. He pilots the However, what she lacks in stature, she makes up for in
Interrogator’s ship, and his technical expertise will come in tenacity.
handy while navigating around the Underhive. The heavily
augmented Marhtôk can also provide fire-support with CHIRURGEON BÄRROTH VEX
his multi-laser and carries a cog-toothed master-crafted
power axe, proof that he is not a slouch in close-quarters Chirurgeon Bärroth Vex is Cylena’s most recent recruit,
combat either. formerly employed by the heretical Hellhounds. Although
some of the “procedures” he performed while in service
ARCO-FLAGELLANT HAVOK 2564 to cultists were certainly questionable, he did it for the
credits. However, the Chirurgeon drew the line after they
Havok 2564’s birthname was expunged after the convicted ritually sacrificed a captive and he cut all ties with the
heretic and serial-killer (from the Chonma Sector) was gang. He wears a long, blood-stained surgical coat and
sentenced to arco-flagellation by the Ordo. He has since four mechanical limbs protrude from his back, each ending
become Cylena’s bodyguard and is armed with a pair of in a different medical instrument. Bärroth also carries a
implanted electro-whips that crackle with caged lightning. needle pistol and flensing claw and is followed around by a
His trigger word is Extremis. dutiful medi-skull.
11
13
Centrepiece of the Ordo Sepulturum group is Inquisitor The Doctor also helped reinforcing the Inquisitor’s combat
Matisse Corbeau III himself. A puritan follower of Sebastian forces with multiple Automatas and Servitors. A multitude
Thor’s teachings, he’s believing and investigating into the of unique and experimental creatures are within these
possibilities of a so-called “resurrection virus”, or a “faith rows: For example, a Sniper Servitor, a melee Combat
virus“, which allows its infected to serve the Emperor even Servitor, as well as an ancient Thallax Automata, and lastly
in death – and even further, a solution to help the Emperor “No.6”, also known as Double-Do, a unique Automata
finally leave his golden prison, making it possible for him usually used for reconnaissance. This little mechanical
capable to physically ascend from the golden Throne critter is equipped with multiple scanning devices and
again in a new, stronger and more resilient body. VOX to report any observations via Com link directly to its
handler.
Because of his experiences with a multitude of plagues
and chaotic phenomena, Corbeau distrusts the flesh – At
the same time, he knows of the danger that comes from
Corbeau’s second closest companion and leader of The last member of Corbeau’s group is a Calculus Logi,
most combat operations is Marquant, a chemically and keeping book over all these diseases and plagues that
genetically enhanced Guard Veteran serving under Corbeau and his retinue has encountered over time. The
the Inquisitor, leading the Inquisitor’s “foot-soldiers“: mathematical skills of the Calculus Logi also makes him
As one of the smallest inquisitional Ordos, the Ordo very useful on the field, as he can predict bullet line of
Sepulturum doesn’t have the support of its own Chamber fire, enemy movement as well as other potential dangers
Militant, and its Inquisitors do not always have the power before they happen.
and possibilities to raise larger forces of Inquisition
Stormtroopers. That’s why some of them, like Corbeau,
maintain a private mercenary group. More often than not,
these are penal legionnaires, disgraced veterans or other
kinds of outcasts.
14
Buzzing red and blue lights were illuminating the moving forward, raising its’ mechanical claws,
towering figure, Cryptoroaches flying through just to suddenly switch into a leaping sprint the
the air, accompanied by the rotten stench of moment it’s lobotomized brain had processed the
pestilence and sewerage. information it just had received.
A faint groan came over the man’s lips as he “Keep the Servitors away from me, Doctor. I don’t
reached for his belt, fiddling around with the want them to splutter any Blood or Pus on me.”
holster to draw his pistol. His movements were Corbeau hissed to the man. The Doctor nodded,
cumbersome, partly due to his imposing stature, as far as he was capable to do so in his mostly
partly because of the restrictive armour he was mechanical body and ordered another Servitor to
wearing. follow the first one.
All around him, the canals were filled with the Clanking and splashing sounds came from the
shambling forms of the mutated, disfigured tunnel as the Combat Servitors were mowing
creatures, driven to insanity and violence by a through the Plague Zombies that were tumbling
mysterious plague that had swept through the out of it. The absence of any voices or screams
Underhive. Their festering bodies were oozing, made the whole spectacle much more eerie.
smelling, and pulsating. Disgusted by the hideous Braindead Servitors on the one side and chaotic
abominations, Inquisitor Corbeau raised his abominations on the other, none of them could
Archeotech Laspistol and aimed at the nearest truly be called a living being.
Plague Zombie. A sizzling sound whispered
through the air, and the head of the mutant After a while they were subsiding, the tunnel
exploded like a ripe cyst. Corbeau continued his floor was now filled with blood, weirdly deformed
holy duty bestowed upon him by the Emperor and innards and other remains of the dismembered
he dispatched creature after creature with precise plague zombies, the Servitors towering over them,
shots, and if even one of them dared to come any waiting for the next command.
closer than a few meters, it was quickly mowed
down by the bolters of Corbeau’s acolytes. “We Corbeau gave a signal to his companions to enter
are close!” Corbeau yelled with his grating voice, the huge metal tube, just to follow them in save
pointing to the tunnel ahead. “Clean it!” A man distance: “Time to level this disgusting pus-
behind him mumbled some unintelligible words hole…“ he mumbled to himself while moving his
towards the Servitor next to him, it slowly started heavy body forward.
15
THE INVESTIGATORS
By Kacper Kuc
GENERAL PRINCIPLES to suit your playstyle and strategy. Keep in mind that
Inquisitors are powerful figures, and their abilities should
The Inquisition is a secretive and powerful organization reflect their status as agents of the Imperium.
that operates in the shadows of the Imperium. In the world
of Necromunda, they are a force to be reckoned with,
and their influence can sometimes be felt throughout THREE WAYS OF PLAYING
the Underhive. With the following rules, players can
incorporate Inquisitors and their retinues into their When playing with Inquisitors and their retinues, there are 17
Necromunda games, or even represent internal politics of three ways to incorporate them into your Necromunda
the Inquisition, playing Warband vs. Warband scenarios, games:
just like in the Inquisitor54 game.
ARBITRATOR’S CHARACTERS
In this mode of play, the Inquisitor and their retinue are
CREATING INQUISITOR controlled by the Arbitrator, who will use them to interact
with the player-controlled gangs. This mode is ideal for
To create your Inquisitor, you must first choose their players who want to experience the unique challenges
faction, philosophy, which will determine their alignment and opportunities that come with facing off against an
and available equipment. Additionally, your Inquisitor can Inquisitor.
be accompanied by a retinue of henchmen, each with their
own unique abilities and equipment. These henchmen can ALLIANCE
be chosen from a range of options, including Acolytes or In this mode of play, players can ally themselves with
the classes described in the Creating a Warband chapter. an Inquisitor and their retinue. Players must invent the
The choice of Inquisitors Philosophies and Alignment will agenda of the alliance and set rules when it will be tested
also carry on to their henchmen. Then, you will be able to (following normal rules of other Allies, such as Guilds, and
select their attributes, skills, and wargear, tailoring them they will be treated as Allies Delegation). The only benefit
of such alliance is that gangs can call the Warband for
help before the scenarios. Puritan Warbands can only be
allies of the Law-Abiding gangs.
INQUISIMUNDA
In this mode of play, players can pit their Inquisitor and
their retinue against other players’ gangs or against the
Arbitrator. This mode is ideal for players who want to test
their skills and strategy against other skilled opponents,
and it offers a unique opportunity to see how Inquisitors
and their retinues fare in direct combat. Using Warband
game Mode described later is advised.
PHILOSOPHIES
Philosophies are ways by which an Inquisitor serves Mankind and the methods they use. Each Inquisitor must choose
main philosophy and sub- philosophy. Although Acolytes inherit the Philosophy of their master, they do not gain any
bonuses listed here, apart from access to certain wargear and skills locked behind certain Philosophies.
PURITANS RADICALS
18 Puritans uphold the letter of the law and the dictates of Radicals, in their favoured position as Inquisitors, feel they
the Emperor, to the letter, as enforced upon the populace are free to enforce the spirit and intent of the Emperor’s
and servants of the Emperor at large where possible. It is Judgements, and it can be truly said that they see the
they who uphold the widespread beliefs that permeate the methods they employ to be secondary to the execution of
organisations of the Imperium and can be said to adhere to their duties and the achievement of their goals. They would
the traditional values as preached by the Ministorum and be considered heretics by the vast majority of Imperial
enshrined at the heart of Imperial Law. citizens for their behaviour, but we, as more knowledgeable
Rules: This fighter can re-roll Cool checks and can never and wiser observers, can see there are powerful arguments
be broken. In addition, Puritan Inquisitor gains the benefits to support their views and methodology.
of one of the sub-philosophies listed below. Rules: This fighter can never become Insane. In addition,
Radical Inquisitor gains the benefits of one of the sub-
THORIANS philosophies listed below.
The Thorians seek ways that energy and consciousness
interact with the warp, and their transferral from one to XANTHITES
the other. They delve into the secrets of possession and Xanthites investigate all aspects of the Warp and Chaos,
manifestation by daemons and other warp entities, trying investing its power into themselves where possible, destroying
to decipher what rules govern the relationship between the it only when necessary. They will use Chaos-tainted artefacts,
Warp and the material universe. daemon-weapons, books of Chaos lore and other heretical
Rules: Once per battle, this fighter can cast a Wyrd Power items, utilising the powers and abilities of these weapons and
as a Free Action. tools to combat the incursions of Chaos, heretics and aliens.
Rules: This fighter gain special save of 5+, which cannot
MONODOMINANTS be modified by AP.
Monodominants are very militant and will resort to the final
solution of Exterminatus more than any other Inquisitors. They RECONGREGATORS
use their presence to stir widespread xenophobia and hatred, Recongregators attempt to destabilise the Imperial
leading mobs of frenzied citizenry to purge their own ranks of organisations from the inside, replacing corrupt leaders and
the filthy and unclean heretics who threaten their future. They men of power with people who have more radical views
are utterly ruthless and unforgiving, inflexible, and intolerant. and a will to change. Most are wary of too much upheaval
They are generally the youngest and most hot-headed of the though, preferring not to destroy something utterly, but to
Inquisition, charging across the Imperium leaving devastation subtly change it and shape it to their will. Too much direct-
in their wake. action risks bringing about the premature downfall of the
Rules: This fighter and any friendly fighters within 6” re-roll Imperium, and the commensurate disaster that that will bring.
wound rolls of 1. Rules: If this fighter is part of the Crew, D3 fighters from its
Warband will gain the Infiltrate skill.
AMALATHIANS
Amalathians work hard to root out factions and cults which ISTVAANIANS
would destabilise and threaten the power of the Imperial Istvaanians endeavour to propagate strife and conflict for
organisations, Imperial commanders, military leaders and Mankind’s own greater future. Istvaanians fan the fires of
so forth. They openly and actively support these parties war and hatred so that Mankind will stay vigilant, that its
and grant them tremendous leeway to protect their own warriors will be skilled and ready, and so none will believe
positions, where it does not threaten the status or power that they have done all they can. They are a bombastic and
of other organisations and individuals. They are very wary obvious creed, flaunting their warmongering ways, instilling
of any change at all, and closely adhere to the dominant those nearby with fiery zeal to fight for themselves and
beliefs of their time and society. the rest of Mankind. They pit faction against faction, world
Rules: Gang which includes fighter with this rule add +1 to against world, so that the survivors will be stronger for it.
the Priority rolls. Rules: If this fighter is part of the Crew, D3 fighters from its
Warband will gain the Berserk or True Grit skills.
ORDOS
The Inquisition is divided into a series of organisations known as ordos. Each ordo is responsible for assessing and
combating a threat to humanity.
Inquisitor from specific Ordo will re-roll failed to hit rolls against target enemies of this Ordo and failed Willpower checks,
when targeted by Wyrd powers when attacked by such enemies. Acolytes will re-roll 1s when making these checks.
OPERATIONAL TYPES
Although having different Ordos or Philosophies, Inquisitors and their Acolytes usually fall into one of these three fighter
categories, represented as skill sets top choose from (described in fighter entries). The types are as follows:
MILITANT INVESTIGATOR
Militants are warriors first and foremost, who believes, that Investigators as the name suggests, are treating heresy
every problem of the Imperium can be solved with brutal and other dangers which hunts the Imperium, just as any
force. Mostly seen on the battlefields, but sometimes they other crimes – by collecting evidence, imprisoned suspects
bring their havoc to the places such as Underhive. and destroy any who resists. They mostly work in field
and in person, so even such hellish place as hives of the
SCHOLAR Necromunda are not uncommon to them.
These Inquisitors and Acolytes believes that knowledge is
a power and key to fighting enemies of the Imperium. They
are scholars not warriors, which does not mean, that they
cannot fight, just prefer to use mind not muscle to destroy
their foes. Most of them are also Psykers, due to their
enhanced mind abilities.
INQUISITOR (LEADER) ..................................................160 CREDITS
M WS BS S T W I A Ld Cl Will Int
5” 3+ 2+ 3 4 5 3+ 5 5+ 6+ 6+ 4+
4” 3+ 3+ 3 3 4 4+ 3 4+ 6+ 4+ 3+
6” 2+ 3+ 4 4 4 2+ 4 3+ 5+ 6+ 6+
SPECIAL RULES
Gang Leader: An Inquisitorial warband must always include a single fighter with this
special rule:
Inquisitors are • fighter with this special rule may not retire during Campaign play. For a leader, the only
A
truly exceptional way out is death.
individuals,
20 standing • Should this fighter die during the course of a campaign, or otherwise be removed from
alongside, often the gang (for example, if a captured Leader is Sold to the Guilders), a new Inquisitor
above, the most must be created, as a replacement.
influential and
powerful of
the Imperium’s Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle test,
servants. But few during any End phase in which this fighter passes its Cool check and does not flee the
operate alone,
for the galaxy battlefield, any friendly Warband members that are within 12” of this fighter will automatically
is too perilous pass their Cool check and will not flee the battlefield. Additionally, during Campaign play
a warzone for this fighter may perform post-battle actions.
a single man or
woman, even
one of their Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with
standing, to face this special rule may take multiple equipment sets.
without allies.
Throughout
their career, Group Activation (1): When a fighter with this special rule is activated, their controlling
Inquisitors will player can choose to activate a number of additional Ready friendly Warband members
form their own
cadre of agents fighters equal to the number shown in brackets that are within 3” of this fighter as part of
of various roles a ‘Group Activation’:
and functions in
order to achieve
whatever goal is • The controlling player must nominate all of the fighters who will be activated in this way
put before them. before any of them is activated.
• Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation before
selecting and activating the next. Each fighter activates individually; groups do not
activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use this
special rule during this activation.
Skills: When recruited, an Inquisitor may choose three skills from their Primary skill sets
(as described in the Necromunda Rulebook). These skills do not cost any XP and do not
increase the fighter’s credits value.
Psyker: The Inquisitor can pay +30 Credits to become a psyker and choose one Wyrd
Power (from Wyrd Powers on page 52 of the Book of the Outcast or Daemonology Discipline
found in this book). Radical Inquisitors will gain Non-sanctioned Psyker special rule, while
Puritan Ones will get Sanctioned Psyker special rule. Additionally, Scholar Operational Type
Inquisitors can choose Wyrd Powers instead of free skills described in previous paragraph.
SKILL ACCESS
A Militant Inquisitor has access to the following skill sets:
EQUIPMENT
Puritan Inquisitors may purchase weapons and Wargear from the Trading Post, with unlimited Rarity while Radical
Inquisitors may also purchase weapons and Wargear with unlimited Illegality:
• uring the course of a campaign, an Inquisitor may be given additional weapons and Wargear purchased from the
D
Trading Post.
• An Inquisitor has no restrictions upon the types of weapons they can take; all weapon types are available.
ACOLYTE (GANGER) ..................................................100 CREDITS
M WS BS S T W I A Ld Cl Will Int
5” 4+ 3+ 3 3 2 4+ 3 7+ 6+ 7+ 6+
4” 4+ 4+ 3 3 2 5+ 1 6+ 6+ 5+ 5+
6” 3+ 4+ 3 3 2 3+ 2 5+ 5+ 8+ 8+
SPECIAL RULES
Gang Fighter (Ganger): Fighters with this special rule form the backbone of Warbands.
The total number of fighters with the Gang Fighter (X) special rule in the gang must always
be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special
Acolytes, rule combined, not counting Hangers-on or Hired Guns. Each Acolyte is a Specialist by
Inquisitorial default.
Henchmen, or
22 Agents are the
followers an Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with
Inquisitor. These this special rule may take multiple equipment sets.
followers aid
the Inquisitor
in their duties. Skills: When recruited, an Acolyte may choose one skill from their Primary skill sets (as
They can range described in the Necromunda Rulebook). This skill does not cost any XP and does not
from combat
specialists and increase the fighter’s credits value.
psykers to data
recorders and Psyker: The Acolyte can pay +30 Credits to become a psyker and choose one Wyrd Power
scouts. Many
of them are (from Wyrd Powers on page 52 of the Book of the Outcast or Daemonology Discipline
exceptional in found in this book). Radical Acolytes will gain Non-sanctioned Psyker special rule, while
their devotion Puritan Ones will get Sanctioned Psyker special rule. Additionally, Scholar Operational Type
and skills and are
often discovered Acolytes can choose Wyrd Powers instead of free skills described in previous paragraph.
during the
Inquisitor’s
activities. Often,
they are one-off
attachments,
but if they show
particular skills
then they may be
asked to attach
themselves to
the Inquisitor
permanently.
SKILL ACCESS
A Militant Acolyte has access to the following skill sets:
EQUIPMENT
Puritan Acolytes may purchase weapons and Wargear from the Trading Post, with Rarity of 12 or less, while Radical
Acolytes may also purchase weapons and Wargear with Illegality of 12 or less:
• uring the course of a campaign, an Acolyte may be given additional weapons and Wargear purchased from the
D
Trading Post.
• An Acolyte has no restrictions upon the types of weapons they can take; all weapon types are available.
CREATING A WARBAND
“Keep your friends close but your enemies closer.”
RETINUE
Each Inquisitor is often accompanied by a retinue of hand-picked specialist, warriors, psykers, veterans and acolytes, which
are usually reflecting the master’s agenda and philosophies. Puritans will surround themselves with nulls and religious
men to fight sin and malefic powers whenever they appear, while Radicals will not hesitate to hire (or force to submission)
enemies of the Imperium like mutants, heretics or even daemons bound in the human form, called Daemonhosts.
24
When creating an Inquisitorial Warband, the player must start with creating an Inquisitor (see page 18). Then he can add
extra members (usually up to four), choosing Acolytes (which represents a broad profile of typical characters) or used
ready characters from Extra Members’ table below. Each class can be represented by several existing profiles found in
Necromunda publications – it is up to the Player, which profile they choose. Some classes or characters are restricted
either by how many the Player can take, by specific Ordo or Philosophy. All of these fighters can access Trading Post and
the Black Market without restrictions.
There is no restriction on how much warband should cost – players should judge by themselves and keep the game
balanced and fun. But player should be aware, that Warbands can be quite unbalanced and should be careful, when
using them against normal gang. All the fighters below will retain their original rules unless stated otherwise, but
Hangers-on are treated as normal fighters – they can be always deployed and will not leave the gang after sustaining
lasting injuries. The Warband is treated as a Gang and Inquisitor as a Leader, but they will always roll D3 for Bottle
checks, rather than usual D6.
EXTRA MEMBERS
PSYKER / NULL
Astropaths, Wyrds and battle psykers are common sight
in the Inquisitorial Warbands, either detecting entities of
the Immaterium, nullifying demonic powers and cultist
witchcraft, or amplifying power of the Inquisitors, who may
be a potent psyker on their own.
• Mind-Locked Wyrd
(Book of Judgement, page 24)
• O nmyodo Telepath [Puritan Only]
(House of Shadows, page 88)
• Onmyodo Null [Puritan Only]
(House of Shadows, page 88)
• H elot Cult Witch [Radical Ordo Hereticus Only]
(Book of Ruin, page 31)
RELIGIOUS ZEALOT
Pious Inquisitors, venturing in dark places of the Underhive
are often accompanied by various Priests and Fanatics,
carrying the light of the Emperor to vanquish the darkness
and control the masses.
BRUTE [0-1]
Sometimes subtle intrigues are just not enough, or
intimidation tactics need to be used. Ogryns are perfect
candidates for these roles, doubling up as bodyguards,
although some Inquisitors will use more sophisticated
fighters, such as Arco-Flagellants.
*N
ote: In addition to their equipment list, these fighters
can be equipped with weapons up to Rarity 11 from the
Trading Post or the Black Market.
TECH-ADEPT [0-1]
Skilled engineers or members of the Adeptus Mechanicus,
who maintain the Inquisitor’s equipment and provide
technological support. They are experts in various fields
such as weapons repair, vehicle maintenance, and
cybernetic enhancements. They also possess an innate
understanding of the inner workings of machines, which
they can use to their advantage in combat situations.
• an Saar Archeotek
V
(House of Artifice, page 40)
• Heretek [Radical Only]
(Book of Ruin, page 53)
• Ammo-jack
(Book of the Outcasts, page 39)
GUNSLINGER/DESPERADO
Expert marksmen and combatants who excel at ranged
combat and are feared for their deadly accuracy.
Gunslingers are often found operating in the shadows,
taking out key targets from a distance. Desperados, on the
other hand, are known for their close combat skills and
their willingness to engage in reckless, high-risk operations.
EX-SOLDIER/PATROLMAN
Former military or law enforcement personnel who provide
combat support and specialized training to the Inquisitor
and their retinue. Ex-Soldiers bring a wealth of combat
experience to the Inquisitor’s retinue, providing expertise
in various types of combat scenarios. Patrolmen are former
law enforcement officers who are experts in urban warfare
and crowd control.
• N
eophyte Hybrid [Radical Only] – count as mutant
(Book of Ruin, page 45)
• Aberrant [Radical Only] – count as big mutant 27
(Book of Ruin, page 44)
• H elot Cult Disciple [Radical Only]
(Book of Ruin, page 30)
PET
Loyal and intelligent creatures or machines, who serve as
scouts, companions, and assistants to the Inquisitor and
their retinue. Familiars come in a variety of shapes and
sizes, ranging from small birds to powerful beasts. They
possess unique abilities and can provide valuable support
in a range of scenarios.
• Cyber-mastiff
(House of Iron, page 47)
• Cherub [Puritan Only]
(House of Faith, page 50)
• Chaos Familiar [Radical Only]
(Book of Ruin, page 33)
• aster Charlatan
M
(Book of Judgement, page 21)
• Delaque Nachtghul*
(House of Shadows, page 38)
• Escher Death Maiden
(House of Blades, page 36)
28 [count as Death Cult Assassin]
• Cyborg Assassin
(Necromunda Rulebook, page 178)
EX-GANGER
Experienced fighters who are familiar with the lawless
streets of the Underhive. Ex-Gangers bring a wealth of
combat experience to the Inquisitor’s retinue and are
often skilled in various forms of urban warfare. They are
well-versed in the use of various weapons, including
improvised weapons such as bricks and pipes. Ex-Gangers
are also familiar with the criminal underworld, making
them valuable assets for Inquisitors who need to gather
information or infiltrate gangs.
• Ganger Specialist
(Any of the House of... books)
CUSTOM CLASSES
Character classes above are just suggestions and were taken from current Necromunda rules (as of
April 2022). In the future, there might be new characters fitting as members of a warband. This also
does not incorporate rules for vehicles, as it is not uncommon for a warband to venture to the Ash
Wastes. Players can create their custom classes, but should remember, that:
• All new classes must be approved by the Arbitrator.
• It should be noted if this class member should have a limit of how many you can include in
warband.
• Is it available to all, or it should be locked by philosophy or Ordo.
• Balance should be kept in mind. Necromunda is a Narrative game, but there are limits of what is
fun and what is not.
WARBAND GAME MODE
“Damnation is eternal.”
Warband Game Mode is a new way of playing scenarios in the Necromunda Underhive. This mode is best suited for a
Dungeon Crawler/RPG style scenarios, where each player controls only 1-4 models facing off against Arbitrator NPCs.
This mode also offers an exciting and immersive experience that is perfect for multiplayer scenarios where all campaign
players play together. Moreover, it is also ideal for playing Inquisitorial Warbands, whether it is Warband vs Warband or
Warband vs Environment. This game mode slightly modifies base Necromunda Rules, allowing the fighters to survive
more, when players want to create more story-driven campaign/scenario instead of our classic gang warfare.
ADDITIONAL RULES
29
When a fighter is wounded, on the Injury Dice, Flesh This action can be performed by a fighter on itself or
Wounds are ignored, Seriously Injured counts as Flesh friendly fighter within 1”, any fighter can only be affected by
Wound, and Out of Action counts as Seriously Injured. this action once per round.
Campaigns already available for Necromunda are not well suited for players wanting to play Inqusitor54 like campaigns,
where only Warbands are present. For that, I suggest following things:
SCENARIOS IDEAS
Necromunda already has plenty of Scenarios to choose from, but most of them are not optimised for playing with only a
few models. Nevertheless, they can serve as a framework for the custom ones or work well even for smaller Crews. Here
is the link to a list which I created, which consists of all the scenarios and where to find them since the first release of the
Confrontation (predecessor of the Necromunda). Furthermore, below I put the list of 20 simple ideas for the scenarios for
Inquisitorial scenarios:
THE INFECTION
The Inquisitor discovers that a dangerous plague or virus is
spreading through the Underhive, threatening to wipe out
EXTRA ACTIONS
In campaigns using Inquisitors, some of the Necromunda’s NO RETREAT (BASIC): The Fighter must pass
forgotten fighter characteristics, which means Leadership a Leadership check. If successful, this fighter gains the
and Intelligence, and to a lesser extent Willpower and Leading by Example special rule until its next activation
Cool can be put to use. Below I present set of extra action and is treated as a Champion for the purpose of it.
available to fighters which will allow the characteristics to
be more common sight in the game. HACK TERMINAL (BASIC): Sometimes valuable
data is hidden in forgotten terminals, especially in the
MENTAL SCANNING (BASIC): This action is enemy territory. When within 1” from any terminal or
available only for Psykers. When performed, the fighter screen, a fighter may pass an Intelligence check. If
must pass a Willpower check. If successful, this fighter successful, this fighter will gain 1 Experience Point. This
gains an Overwatch skill for the duration of the next action can only be performed once per terminal/screen.
Round.
DAEMONOLOGY
“Carry the Emperor’s will as your torch, with it destroy the shadows.”
Banish the Beast: Once per battle, at the start of a Round, this fighter can
“In the name invoke a sacred chant. Until the end of this Round, Fighters of daemonic
of the Holy nature (such as Eightfold-Harvest Lord, Possessed Hivers etc.) treats their
Emperor,
32 seven saints Strength and Toughness as 2 lower when within 6” of this fighter.
of Solmoncia,
I banish you
Daemon from
this world.”
Inquisitor Ardax,
DAEMONOLOGY DISCIPLINE
Ordo Malleus Inquisitors, especially Ordo Hereticus and Malleus ones often master arts of banishing
Daemons and breaking heretics who draw their powers from the Warp. Some Daemons are
too strong opponents in hand to hand combat, even for Militant Inquisitor Lords and must be
weakened first, before being banished back to the Immaterium.
1. Sanctuary (Double), Continuous Effect: The Inquisitor creates sacred force field,
protecting them and their allies from harm. While this power is maintained, the Inquisitor and
every friendly Fighter wholly within 6” from has special save of 4+, which cannot be modified
by Armour Piercing, and is rolled in addition to any other kind of armour save Fighters might
have, even against attacks, which normally does not allow saves to be made (such as Gas or
Web). If Fighters successfully pass this save, they will not become Prone and Pinned when hit.
2. Dark Excommunication (Basic): The Inquisitor starts chanting exorcism and duelling
essence of the Daemon, trying to break its will and banish it back to the Warp. Choose enemy
Fighter of daemonic nature (such as Possessed Hiver) in 12” and Vision Arc of the Inquisitor.
Both Fighters roll D6 and add their respective Willpower value (in example D6 roll of 3 and
Willpower of 10+ results in 13). If Inquisitor’s result is lower, their opponent immediately goes
Out of Action. If it is higher or a tie, the Inquisitor loses 1 wound without any kind of save
allowed and becomes Prone and Pinned.
3. Hammerhand (Basic), Continuous Effect: The Inquisitor draws power from the Warp
and enhances their strength to unhuman levels. While this power is maintained, Inquisitor’s
Strength is increased by 3 until it’s next activation. Furthermore, whenever an Inquisitor is
performing Charge (Double) action, they can try to pass Initiative test. If passed, this power
can be manifested as a Free Action before Charge is being performed.
4. Burring of the Soul (Basic): The Inquisitor attacks opponent’s soul and brings them to
their knees in a wave of unbearable pain. Choose enemy Fighter in 12” and Vision Arc of
the Inquisitor. Both Fighters roll D6 and add their respective Willpower value (in example
D6 roll of 3 and Willpower of 10+ results in 13). If Inquisitor’s result is lower, their opponent
immediately becomes Prone and Seriously Injured.
5. Word of the Emperor (Basic): Channelling power into single holy word, an Inquisitor
terrifies sinful and the damned. Choose enemy Fighter within 6” of the Inquisitor. This enemy
immediately becomes Broken.
6. Vortex of Doom (Double): The Inquisitor creates small rift in the reality itself, as a last
resort weapon. Choose a visible point on the battlefield in 12” and roll to hit. If successful,
every Fighter, friend or foe within 3” from this point must pass Initiative test. If failed, the
Fighter will go Out of Action. If the hit misses, roll a Scatter dice and 2D6 – scatter this point
that many inches. If however, the hit roll is an unmodified 1, place this point directly above
Inquisitor base.
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HOLY ARMOURY
“Hatred is our surest weapon.”
The section that follows presents a collection of additional weapons and Wargear for players to add to their gangs or
Warbands. These items can be purchased in the post-battle sequence from the Black Market, or if players are building
gangs for a Skirmish game, they may agree to allow their gangs access to some or all of the equipment that follows.
Inquisitors and their Warbands treat all Illegal items from the list below as Rare, although apart from crew creation, they
still have to be purchased from the Black Market.
WEAPONS GRENADES
AUXILIARY WEAPONS
Under-barrel Grenade Launcher
Sometimes a military-issued under-barrel grenade launcher finds its way to the Underhive.
Range Acc
Weapon S L S L Str Ap D Am Traits
Under-barrel 6” 24” -1 - 3 - 1 6+ Blast (3”), Knockback, Combi
Grenade Launcher
SPECIAL AMMUNITION
36
Psybolt Ammunition
Psybolt Ammunition, better known simply as psybolts, are silver-tipped, psychically-charged Bolter shells, used in
Boltgun and similar Bolt weapons. When fired, each bolt can be imbued with a portion of a user’s innate psychic power,
causing it to glow with an eerie blue light and strike home with significantly greater force than an ordinary bolt of its type.
Range Acc
Weapon S L S L Str Ap D Am Traits
Psybolt Ammunition
– Bolt Pistol 6” 12” +1 - 5 -1 2 6+ Hexagrammatic, Limited
– Boltgun 12” 24” +1 - 5 -1 2 6+ Hexagrammatic, Limited
BASIC WEAPONS
Range Acc
Weapon S L S L Str Ap D Am Traits
Triplex Pattern lasgun
– Standard 18” 24” +1 - 3 - 1 3+ Plentiful
– Rapid Fire 12” 18” +1 - 3 - 1 4+ Rapid Fire (1), Plentiful
HEAVY WEAPONS
Psycannon
The Psycannon is a weapon created specifically by the Imperium to combat daemons and the other entities of the
Immaterium. The Psycannon is a more powerful version of the Bolter, equivalent to a Heavy Bolter utilising high-calibre,
psychically-charged, ritually inscribed silver-tipped bolts.
Range Acc
Weapon S L S L Str Ap D Am Traits
Psycannon 15” 30” +1 - 5 -2 2 6+ Hexagramatic, Rending, Scarce,
Rapid Fire (2)
Portable Multi-laser
The Multi-Laser is a rapid-fire heavy Laser Weapon, ideal for destroying lightly-armoured vehicles or infantry formations.
Due to its power requirements and weight, it is usually mounted on Imperial vehicles such as Chimeras or Sentinels, but
sometimes, a portable version is made in some illegal armouries of the Hive Worlds such as Necromunda.
Range Acc
Weapon S L S L Str Ap D Am Traits
Portable 20” 30” +1 - 4 - 1 3+ Rapid Fire (3), Scarce
Multi-Laser
CLOSE COMBAT WEAPONS
Electro-whips
This cyber-augmented weapon is usually found on those punished with arco-flagellation, but sometimes these wips are
used by not-yet-punished individuals.
Range Acc
Close Combat Weapon S L S L Str Ap D Am Traits
Electro-whips E 3” -1 - S+1 -1 1 - Melee, Paired, Versatile, Shock
GRENADES
The three types of grenades presented below are extremely hard to come by and usually reserved for the highest-ranking
members of the Inquisition. How such things even come to the Underhive remains unknown.
Psyk-out grenades 37
The rarest grenade in the Imperium, the Psyk-Out Grenade is rumoured to be produced from a psychic by-product
collected from the Emperor’s Golden Throne. Used mostly by the Culexus Assassin temple, it is only useful against
beings with psychic powers, but can kill such a being instantly.
Range Acc
Weapon S L S L Str Ap D Am Traits
Psyk-out grenade Sx3 - - - 3 - 1 5+ Grenade, Blast (3”), Limited,
Hexagrammatic, Psyk-out
Psyk-out: Psykers or enemies of a Warp-based origin hit by this weapon must immediately pass a Toughness check. If
failed, they go Out of Action.
Stasis grenades
The Stasis Grenade is a very rare type of grenade used only by the forces of the Adeptus Mechanicus and a few other
select Imperial special forces. The stasis grenade “traps” any units in its area of effect, rendering them incapable of doing
anything. This is because the grenade possesses a Stasis Field generator that essentially generates a time-loop, causing
time to repeat itself within the grenade’s area of effect.
Range Acc
Weapon S L S L Str Ap D Am Traits
Stasis grenade Sx3 - - - - - 1 - Grenade, Blast (5”), Stasis,
Single Shot
Stasis: Mark the area under the blast. Every fighter caught under the blast will be frozen in time immediately as well as
everyone who will enter this area later. These fighters are immune to all attacks and effects, but cannot move or interact
in any way as long as the Stasis field will be turned off. In the End phase, roll a D6 for each stasis field. If the 6 is rolled,
the Stasis field will disappear and all fighters which were affected by it immediately become Prone.
Hallucinogen grenades
A Hallucinogen Grenade fills its area of effect with an invisible hallucinogenic gas, causing anyone breathing it in
to experience visions which may have various effects on them, from nothing to running from the field screaming to
believing an alien worm is crawling up their leg.
Range Acc
Weapon S L S L Str Ap D Am Traits
Hallucinogen grenade Sx3 - - - - - - 5+ Grenade, Blast (3”), Gas,
Hallucinogen, Limited
Hallucinogen: Fighters wounded by a weapon with this trait apply following effects instead of normal damage. Type of
effect is determined by rolling a D3:
1. Enemies everywhere: This fighter immediately performs Shoot Action against closest Fighter (friend or foe) with
weapon chosen by enemy player. After that, it becomes Broken, as if it would fail the Nerve Check.
2 . You’ll never get me!: This fighter immediately performs Charge Action against the closest Fighter (friend or foe).
After that, it gains Insanity condition.
3. Suicide: This fighter immediately makes a single attack with its strongest weapon against himself (either ranged or
close combat). This attack hits automatically. If it survives, the fighter becomes Broken and gains Insanity condition.
Haywire grenades
Haywire grenades affect any item of electrical equipment within their area of effect, including all energy weapons, power
and shock weapons, suppression shields, force fields, etc. This also includes bionics, scanners, targeters and other
pieces of equipment. Such items simply cease to function within the haywire field.
Range Acc
Weapon S L S L Str Ap D Am Traits
Haywire grenades Sx3 - - - 1 -1 1 5+ Grenade, Blast (3”), Haywire
Haywire: Any fighter caught in the blast cannot use any wargear or weapons that use electricity (las weapons, refractor
fields etc.) until the end of the turn. Power weapons will lose the Power trait. Finally, when the vehicle is hit by such
weapons, the player should roll a D6. On a 5+, the vehicle becomes Immobilised immediately.
ARMOUR RULES
38
The wearer of the power armour has a 3+ save, which cannot be combined with any other armour enhancing wargear,
such as armoured undersuit. In addition to that, a fighter equipped with power armour gain’s Nerves of Steel skill, as well
as is treated as being equipped with Full-Servo Harness, Hazard Suit, Industrial Respirator, Bio-booster, Photo-Goggles,
and Stim-slug stash.
WARGEAR RULES
This section contains a full list of new Wargear rules. When purchased from the fighters’ list apply restriction listed in
brackets.
Fighters making an attacks or reaction attacks against fighter equipped with Empyrean Brain Mines must pass an
Initiative test with -1 modifier. If failed, they will suffer -2 penalty to all their hit rolls. (Ordo Malleus Only)
Attacks made with plasma-based weapons against a fighter equipped with the Ulumeathi Plasma Syphon and all other
fighters within 3” are treated as having their Strength and Damage lowered by 1. (Ordo Xenos Only)
PSYOCCULUM
A Psyocculum is a device carried by Witch Hunter Inquisitors which allows them to see psykers in any light, sensing their
position through their psychic powers rather than truly seeing them.
A fighter equipped with the Psyocculum ignores all negative to hit modifiers when targeting Psykers or enemies of
Warp-based origin. (Ordo Hereticus Only)
CONSECRATED SCROLLS
Consecrated Scrolls are used by the Ordo Malleus. They often come in groups of scrolls and are treated with sacred oils.
They are covered in illuminated scriptures that aid the bearer with psychic attacks as well as repelling denizens of the warp.
Fighter equipped with the Consecrated Scrolls have an unmodified save of 5+ rolled in addition to normal save against
psychic powers attacks and Warp-based ones, such as daemonic flame or Warp Ammo. (Ordo Malleus Only)
EMPEROR’S TAROT
The Emperor’s Tarot (or Imperial Tarot) is a pack of seventy-eight psychoactive liquid-crystal wafers that are linked to the 39
thoughts of the Emperor. The Tarot, commonly believed to have been designed by the Emperor himself, is used throughout
the Imperium as a form of divination.
A fighter equipped with the Emperor’s Tarot can generate at the start of each battle (before generating scenario) one
power from the Divination discipline (see page 55 in the Necromunda Book of the Outcast). This power does not break
any of his psychic discipline special abilities. (Psykers Only)
SACRED INCENSE
Sacred Incense, used by the Ordo Malleus, is carried in a brazier taken from the censers surrounding the Golden Throne
itself. This brazier produces a minor holy region around the bearer, causing foes of the Emperor to check their advance
towards it.
Psykers and enemies of the Warp-based origin will subtract -2 from Charge range rolls when targeting a fighter equipped
with the Sacred Incense. (Ordo Malleus Only)
A fighter equipped with the Grimoire of True Names can attempt to reveal the name of the Daemon it is currently
fighting. When within 6” of any enemy of Warp-based origin the bearer my pass a Willpower check. If passed, the
targeted Daemonic entity has their Strength, Toughness and Movement lowered by 1 until the end of the game. This
invocation can be only used once per enemy. (Ordo Malleus Only)
LIBER HERESIUS
The Liber Heresius is an artefact tome first laid down during the Age of Apostasy that has grown to contain the wisdom of
thousands of Ordo Hereticus Inquisitors. By properly interrogating its pages, the reader can gain wisdom that enables them
to predict and counter the strategies of renegades and traitors before their schemes come to fruition.
A fighter equipped with the Liber Heresius can gain one skill from one of their Primary Skill sets for the duration of the
battle. If fighting against a Chaos-based gang (Chaos Corrupted, Helot Cultists, Corpse Grinders etc.) it can gain two
instead. (Ordo Hereticus Only)
TOME OF VETHRIC
The Tome of Vethric is a tome of the Ordo Xenos. First inscribed by the famed Inquisitor Macavius Vethric, this book
contains the record of every alien encountered by the Imperium. In the millennia since Vethric’s death, the tome’s contents
have been annotated and expanded to the point where it now stands as the Imperium’s most complete work on xenos
strategy and contains a wealth of countermeasures for even the most nefarious alien race.
A fighter equipped with the Tome of Vethric can gain one skill from one of their Primary Skill sets for the duration of the
battle. If fighting against a Xenos-based gang (Genestealer Corrupted, Genestealer Cults etc.) it can gain two instead.
(Ordo Xenos Only)
PSYBER-EAGLE (EXOTIC BEAST).............................70 CREDITS
Psyber-Eagles are mechanical birds which serve as the aids to Inquisitors, agents of the
Officio Assassinorum, and other agents of the Imperium. Like Servo-skulls, they also serve to
amplify the abilities of a Psyker on the battlefield.
M WS BS S T W I A Ld Cl Will Int
7” 5+ - 2 2 1 2+ 2 8+ 6+ 5+ 7+
SPECIAL RULES
Flight: A Psyber-eagle ignores all terrain, may move freely between levels without
restriction, and can never fall. It may not, however, ignore impassable terrain “Glory in death is
and may not end its movement with its base overlapping an obstacle or another life Eternal.”
fighter’s base. Imperial Proverb 41
Nimble: Psyber-eagle have almost preternatural reflexes, seemingly sensing danger before
they strike. A Psyber-eagle has a save of 4+, which is never modified by Armour Piercing.
Psyber Familiar: Psyber-eagle enhances psychic powers of its master. Whenever its
master is within 3” from Psyber-eagle, it can add +2 to Willpower checks for casting Wyrd
Powers.
EQUIPMENT
A Psyber-eagle may not purchase weapons or Wargear. A Psyber-eagle is armed with
Claws.
WEAPONS
Range Acc
Weapon S L S L Str Ap D Am Traits
Claws - E - - S -1 1 - Melee, Shred
SKILL ACCESS
Psyber-eagle has the Dodge skill. Should a Psyber-eagle become a Specialist, it has access
to the following skill sets:
Mainly used by the radical Inquisitors of the Ordo Malleus, the Lasting Injury table and apply the result immediately.
the daemon weapons are weapons that have been imbued Only Radical Inquisitors can use Daemon Weapons and
with some kind of Warp entity. These artifacts are weapons each fighter can have only one weapon at a time.
of the great power, but this power comes at a dangerous
price: the bound Daemon cares neither for mortal frailties Before each time the fighter wants to use the Daemon
nor limitations, and will rebel if its bearer does not use it Weapon, it should roll a D6. If the number is equal or lower
for constant slaughter or the fulfilment of whatever the than the Instability value (1 for Daemonic Beasts, 2 for
Daemon deems to be its own personal goals. Lesser Daemons and 3 for Greater Daemons), the player
must roll the Willpower check. If failed, the bearer gains
42 the Insanity condition.
RULES
Daemon weapons are created by purchasing normal TYPES OF DAEMONS
weapons available to the fighter (in most cases these
should be Melee ones, but with the permission of the Depending on the type of embedded Daemon and number
Arbitrator players may be allowed to entrap the Daemon of properties, the cost of the weapon will vary. Each of the
in the range one) with extra cost added. This cost depends properties will have its cost listed in brackets.
on Type of Daemon entrapped and number of properties. • Daemonic Beast (+10 credits): 1 property
Daemon weapons can be discarded, but the fighter should • Lesser Daemon (+20 credits): 2-3 properties
roll a Willpower check. If failed, the fighter should roll on. • Greater Daemon (+30 credits): 4-5 properties
PROPERTIES
Bound: The weapon is psychically bound to the character Daemonbane: The daemon within the weapon will attempt
and cannot be parted from them. It can be called to the to banish any other daemons it comes into contact with.
wielder’s hand by a thought and the character may draw This weapon gains the Pulverize and Sever traits against
the weapon at any time, giving them unnatural reaction enemies of Daemonic origin. (+15 credits)
time. This weapon gains the Parry trait. The bearer does
not suffer penalty for turning in close combat. (+10 credits) Deathlust: The daemon demands blood and will give the
bearer part of its fury. The bearer gains the Berserk and the
Breathe: The scaled blade and ether-shark hilt allow the Rain of Blows skills. (+35 credits)
wielder to breathe anywhere, even in a vacuum.
The wielder cannot be affected by any type of gas weapon, Deflection: The daemon grants the bearer deamonic
cannot drown and is unaffected by any air-based effects. speed. The bearer gains the Dodge skill. (+20 credits)
(+35 credits)
Enfeeble: The weapon draws the life force from those it
Brain Leech: This weapon seeks out knowledge and steals it. strikes. If the enemy was wounded by this weapon in the
Each time this weapon is used to kill the enemy, both Fight sequence, it will suffer 1 Flesh Wound in addition to
bearer and enemy fighters should roll a Leadership check. any other effects. (+15 credits)
If the bearer pass, it will gain 1 extra Experience Point.
If the bearer passes and the enemy fails, the enemy will Fiery: The daemon trapped in this weapon breathe fire.
decrease their Intelligence by 1 and will go to the Recovery This weapon can be used as a ranged weapon, using
in addition to any other effects. (+25 credits). Hand Flamer profile with additional Scarce trait. If the
ammo symbol is rolled on the ammo dice, bearer should
Corrupter: This weapon spreads contagion with every use the Willpower instead of normal roll to see if the
blow, infecting enemies with daemonic energies. weapon run out of ammo. (+40 credits)
Each unsaved wound dealt with this weapon will cause
the target to pass a Willpower check or gain the Insane Flight: The weapon can be hurled through the air, flying
condition. (+25 credits). after its target. This weapon gains the Versatile trait with a
Long Range of 3”. (+25 credits)
Gnawing: The daemon hungers for flesh and rips and Poisoned: The weapon is coated in a deadly toxin of
rends those which it strikes with thousands of ethereal deamonic origin. This weapon gains the Toxin trait.
fangs. This weapon gains the Rending trait. (+10 credits) (+15 credits)
Lashing: The weapon writhes like a living snake, able to Resurrection: The daemon draws energy from the warp to
strike out at enemies from several yards away. This weapon invigorate the bearer. The bearer of this weapon rolls twice
gains the Entangle trait. (+10 credits) on the Lasting Injury table (re-rolling duplicated results)
and chooses the result. (+35 credits)
Lifebane: The weapon causes wounds that do not heal
naturally. When an enemy is taken Out of Action by an Screaming: The weapon emits a piercing scream that
attack from this weapon or a Coup de Grace action, it will shakes the enemy’s resolve.
add 10 to their Lasting Injuries table roll, to maximum of 65. When fighting or making Reaction attacks against the
(+20 credits) bearer of this weapon, the enemy must pass a Cool check
or become Broken. (+20 credits)
Warp Absorption: The weapon is a channel into the warp, 43
drawing away harmful psychic energies. The bearer of this Warpflame: The weapon is wreathed in blue fire that burns
weapon can disrupt wyrd powers, as if they were a psyker. the soul. This weapon gains the Blaze trait. (+20 credits)
(+20 credits)
Vampyre: Imbued with a craving for fresh blood, this
Warp energy: The daemon trapped within the weapon can weapon drinks deep from its victims each time it strikes.
use its magical powers to inflict more damage. This weapon Each time this weapon takes a wound from the enemy,
gains the Force trait. (+40 credits) the bearer can regain either 1 Wound or discard 1 Flesh
Wound. (+35 credits)
44
CHAPLAIN TIBERIUS
Chaplain Tiberius is a member of the small Imperial Fist contingent and guardian of the Chapel
in their sanctuary on Necromunda. He is a veteran member of the Chapter, serving as an advisor
to both the Imperial House and the Inquisition, when dealing with the most dire threats on the
planet. His true purpose is in fact not known to the outsiders, as the main reason of the presence
of Chaplain Tiberius is to supervise recruitment process, as Necromunda is one of the recruitment
worlds of the Imperial Fists. For those reason, he sometimes ventures into the lower Hab Levels, the
Underhive or even the Badzones, which he traverses, hidden by the darkness in search for the most
hardened and suitable recruits. He often tries to remain in the shadows, not to disturb locals or rise
panic and fruitless tries of retaliation. But sometimes, during his journeys he is either disturbed by
some suicidal local scum, or even encounters a real foe of the Imperium, such as Xenos Beast or 45
a Chaos Cult. In this case, he will make sure that no evil will leave his path alive. In extremely rare
cases, he will join Inquisitorial Warband, fighting for the common cause, but those Inquisitors should
make no mistake – for the Space Marine, there is only one Imperial Truth and one Imperial justice
– and any radical inquisitor who would foolishly think, that he could use the Chaplain for his own
twisted gains would be killed seconds after such a heretical though.
SPECIAL RULES
Arbitrator’s Tool: This fighter is intended
to be used as an enemy for multiplayer or CHAPLAIN TIBERIUS *
arbitrated scenarios, as an element to make the
game more interesting, as Space Marines are M WS BS S T W I A Ld Cl Wil Int
6” 3+ 2+ 5 5 4 3+ 4 3+ 3+ 4+ 5+
extremely unlikely to visit lower parts of the Hive.
Rng Acc
It can never be used as an Outcast gang leader. Weapon S L S L Str AP D Am Traits
The following rules apply to this Fighter. Crozius Arcanum E 2+ +1 - S+2 -2 2 - Melee, Power, Versatile,
Master-crafted
Hand of Oblivion
And They Shall Know No Fear: This Fighter
- Astartes Bolter 15” 30” +1 - 5 -2 2 4+ Combi, Master-crafted,
can never become pinned (unless he wishes Rapid Fire (1)
to), Broken or Insane. Additionally, he can try to - Meltagun 9” 18” +1 - 8 -4 3 4+ Combi, Master-crafted,
disrupt psychic powers, as he would be a Psyker. Melta, Scarce
WARGEAR: Power Armour
Transhuman Physiology: This fighter can SKILLS: Unstoppable, True Grit, Fearsome, Iron Jaw, Bull Charge
be affected by Toxin or Gas traits only on
unmodified rolls of 6. In addition, he can never
be subject to Webbed condition. He will also recovers automatically, when being Seriously Injured and can make
reaction attacks when in this condition. Lastly, he will recover either 1 Flesh Wound or normal Wound at the end of the
Round.
Lightning-fast reflexes: This fighter is treated as a standalone crew, which means he will be rolling for the Priority with
other participating crews. It can skip as many activations as he likes without losing the Ready marker. When activating,
this fighter has 3 Actions at his disposal. Additionally, when subject to the Blinded condition he will only have 1 Action
less, instead of losing the Ready Marker.
Rosarius: This fighter is protected by a powerful energy field. The Rosarius is treated as a field armour, granting the
bearer an unmodified save of 4+.
46
UNHOLY ENEMIES
“An unprotected soul can no more cross the storms of the warp than a heretic can bear the gaze of the Inquisition.”
Necromunda is a treacherous planet, rife with danger and corruption. For the Inquisitorial warbands who operate there,
as well as some foolish gangs who have wandered into the wrong Badzone, the challenges are multiplied. Not only must
they contend with the gangs and other factions vying for control of the Underhive, but sometimes, they may walk into
true enemies of the Mankind. Xenos cults, agents of Chaos, forgotten beasts, psykers, Daemons and Warp entities, these
are the things against which Inquisition were created.
In this chapter, we introduce a range of new adversaries that threaten to plunge Necromunda deeper into darkness. But
there are already several existing adversaries which are perfect to use as enemies against the Holy Order. In brackets,
I specified in which book the rules for them can be found:
47
• orpse Grinder Cults: Necromunda is a dark and brutal world where cannibalism is a necessary part of life. The
C
Corpse Grinder Cults are a product of this necessity, as they are charged with recycling their fellow hivers into corpse-
starch. These cults often start within the ranks of the Corpse Guilds and are led by a deranged individual who draws the
gaze of the Blood God with their cannibal madness. The cult grows in secret, and when they are ready to rise up, they
emerge from their hidden fanes in their thousands. [Book of Ruin]
• ecromunda Criminals: Narco Lords, Cold Traders, Rebel Lords, Rogue Factoria, Imperial Impostors and the Psy-
N
syndica. Normally, they are the problem of the Enforcers, and rarely the Arbites, but sometimes a particular group is
so dangerous (most commonly the Psy-syndica), that it raises the interest of the Inquisition. [Book of Judgement]
• ogue Psykers: Rogue Psykers are Human Psykers that now belong to the Forces of Chaos. Many have eluded
R
either the Inquisition’s Ordo Hereticus or the Adeptus Astra Telepathica’s League of Black Ships and have become
tainted by the Gods of Chaos, a process which drives the psyker completely insane. [Outcasts Champion from the
Book of the Outcast]
• elot Chaos Cults: Helot cults, a form of Chaos cult, are common in the depths of Necromunda’s hives, where
H
they offer the promise of power to desperate and bitter helot workers. They gather in secret, hoarding weapons, and
fashioning symbols of their faith. The cult leaders are a caste apart from their followers, seeking personal power and
using the cultists as disposable weapons. [Book of Ruin or use Chaos-corrupted gangs]
• enestealer Cults: The Genestealer is a perfectly crafted organism whose sole purpose is to infiltrate and subvert
G
populations of entire worlds. On Necromunda, the threat of the Genestealer is synonymous with Hive Secundus,
where an entire hive fell to the subversive influence of an alien cult. The Necromundan planetary defence regiments
have succeeded in defending the Dust Wall, a defence perimeter erected around Hive Secundus ruins, but disturbing
tales regarding hidden and insular clannish ash crust miners, remote drilling station communities, and sump sea oil
riggers regularly reach the hives carried by guilder caravans and nomad traders. Sometimes, the tale is not the only
thing which reach the Hive with these individuals. [Book of Ruin or use Genestealer-corrupted gangs]
• P
ossessed Hivers: Many undiscovered psykers unknowingly use their powers, opening themselves to the dangers
of the Warp. Untrained psykers risk possession by foul entities that invade their bodies, leaving them trapped and
helpless. The lucky ones die quickly, while others can host the Daemon for many years, growing stronger over time.
[Book of Ruin]
• enos Abominations: Necromunda is not safe from the presence of xenos infiltrators. Some come as visitors and
X
are tolerated, while others are brought in through insidious means. Millions of alien beasts are smuggled in each year
for various purposes. In addition, some aliens have been breeding in the shadows for generations, with dark agendas
of destabilization or a desire for survival and prosperity. [Book of Ruin]
• rainleaf zombies: A strange plant known as the Brainleaf use its spores to take control over the victim’s body,
B
turning them to mindless thralls. [Book of Peril]
• H
ereteks: Tech-priests who have turned away from the Omnissiah and now use forbidden knowledge to create
abominations. [Book of Ruin or use Chaos-corrupted Van Saar gang]
• B eastmen: Humanoid creatures who possess both human and animal traits. Beastmen warriors due to almost
constant oppression are often forced into worshipping the Chaos God. [This Book]
• W arp Horrors: Most outlaws fear the terrifying Warp Horror, which is seen as anathema to all hivers, including those
loyal to Lord Helmawr and criminal scum. However, Chaos cults see them as a great boon and the creatures have
unique powers and abilities due to being genuine creatures of the Immaterium. They come in many shapes and sizes,
defying the laws of nature, and indicating their otherworldly origins. [White Dwarf 458]
• M utant Ogryns: These simplistic Abhumans often fall into the worship of the Ruinous Powers. The servants of Chaos
also sometimes forcibly conscript Ogryns into their ranks. Known as Ogryn Brutes, the servants of the Dark Gods will
utilise crude surgical procedures, forbidden combat drugs and sorcerous rituals in order to control the beasts and set
them upon their enemies. [White Dwarf 458]
VAMPYRES
Vampyres are present in many tales and legends, dating back to old Terra. They are described as nocturnal bloodsucking
humanoids, almost immortal and feasting on blood and life essence of living creatures. Citizens of Necromunda are very
superstitious, so most of the victims killed by so called “Vampyres” were in fact killed by some form of mutant, heretic
witch or hive noble searching for blood and organs. But some Palanite Enforcers’ reports about strange Wyrd gatherings
and Blood Cults got the attention of Lord Helmawr. They mentioned atypical kind of Wyrds, invulnerable to most form
of damage and corpses sucked dry of blood. Realising, that true Vampyres exist on Necromunda, the Inquisition was
informed, and agents were dispatched to hunt them down.
M WS BS S T W I A Ld Cl Will Int
7” 2+ 4+ 5 5 4 2+ 3 5+ 4+ 4+ 6+
SPECIAL RULES
48 Bloodsuckers: The vital force of living creatures, be it blood or their life strength, are main source of food and power for
Vampyres. Whenever a wound is lost or an injury dice is rolled as a result of this fighter’s close combat attacks, it can
either restore one wound or discard one Flesh wound.
Undead creatures: Vampyres are almost immortal. This fighter ignores all Seriously Injured results and his first Out of
Action result.
Lightning-fast reflexes: Vampyres, thanks to their unhuman strength and speed, are almost impossible to hit and can
cross big distances in a matter of seconds. This fighter has a save of 4+, which is never modified by Armour Piercing and
each time it activates, it can perform up to 3 actions. Moreover, this fighter can pass an Initiative check to avoid being hit
by Blast or Template weapon.
Mind control: This fighter is an Unsanctioned Psyker as described on page 75 of Necromunda Rulebook. It can draw
two powers from the Telepathy discipline (see page 59 of Necromunda Book of the Outcasts).
EQUIPMENT
A Vampyres is armed with bio-booster, bio-scanner, Drop rig, Grapnel Launcher, Photo-goggles, and Razor Talons, with
the following profiles:
Range Acc
Weapon S L S L Str Ap D Am Traits
Razor talons - E - - S+1 -2 2 - Melee, Rending, Shred, Paired
SKILLS
A Vampyres has the Fearsome, Spring Up, Unstoppable, True Grit and Dodge skills.
49
50
PLAGUE ZOMBIES
Plague zombies are victims of a virulent and deadly infection known as the “Zombie Plague” or the “Curse of Unbelief”,
which is spread by the minions of the Plague God Nurgle. Not only do the afflicted die as the result of the disease but they
return as undead, mindlessly devoted to adding their former comrades-in-arms to their number. The Zombie Plague is
one of the many foul contagions spread by the followers of Nurgle. It is a combination of a Chaos infection and a physical
malaise. The plague degenerates those it infects, although a portion of the victim’s life essence is retained by the body even
after physical death has occurred. The disease is a spiritual contagion as much as a physical one - afflicting those lacking
in utter faith.[6] Plague zombies act like archetypal zombies - mindless, shambling and cannibalistic; they are hard to kill
and generally require a traumatic blow to the head to kill them. It has been observed that some Psykers appear to be able
to control the actions of the zombie hordes.
M WS BS S T W I A Ld Cl Will Int
* 4+ 6+ 4 4 1 6+ 2 12+ 4+ 6+ 12+
51
SPECIAL RULES
Undead: Plague Zombies cannot be Pinned and automatically pass any Cool checks they are required to take and
ignore all Injury dice results except Out of Action. A Plague Zombie that has been taken Out of Action is not removed
from the board and instead counts as having suffered a Seriously Injured result. In the Recovery phase, Seriously Injured
Plague Zombies stand back up, recovering from their injuries but taking no other action. The only way to remove a
Plague Zombie from the battlefield is by making a Coup de Grace action against it while it is Seriously Injured.
Plague Zombies subject to the Blaze condition are not automatically Broken and cannot attempt to put out the fire.
Plague Zombies can only take a single action each activation and move 2D6” when taking a Move action. However,
should their movement take them into base contact with an enemy, they are considered to have made a Charge action
and immediately make an attack.
Zombie Plague: Fighters taken Out of Action by a Plague Zombie are roll 2D6 instead of rolling for the Lasting Injuries:
2 Lost: Zombie infection takes Fighter away. Its misery is ended with a round to the head.
3-4 Last chance: Treat this result as Critical Injury, but the Doc fee cost 3d6x10 Credits.
5-8 Cut it off: Roll a D6 – this is the second dice of a D66 roll, the first is automatically a 5. Apply the
appropriate result from the Lasting Injuries table.
9-12 Lucky: Roll on the Lasting Injuries table as normal (see page 87 of the Necromunda Rulebook).
EQUIPMENT
Clubs (or guns used as clubs) or fists and teeth (count as unarmed attacks).
SKILLS
A Plague Zombies have no skills.
DAEMONS
Daemons are the creation of the Gods of Chaos, formed from their own essences. Of a somewhat different nature than their
masters, they are the most numerous of the Warp’s inhabitants and are thought to be near-infinite in number. A Daemon
is “born” when a Chaos God expends a portion of its power to create a separate being, binding a collection of senses,
thoughts, and purposes together. This essentially creates a consciousness and personality that can move within the Warp.
The Chaos God can reclaim this form at any time, and this ensures the loyalty of the Daemon. Not all Daemons act entirely
in accord with their masters, but even the greatest of them would not dare outright defiance. Though it may appear to
be made of matter in the Materium, within the Warp a Daemon is no more physical than the rest of the Realm of Chaos.
Although extremely rare, there are instances of some desperate Cultists tried to summon Lesser Daemons in the Underhive.
Even though such a creature usually is not able to survive for long, they are terrifying monsters, who will scare most of the
gangers and scums by their mere presence.
SPECIAL RULES
52 Terrifying: If an enemy fighter wishes to make a Fight (Basic) or Shoot (Basic) action that targets a Warp Horror, they
must make a Willpower check. If the check is failed, they cannot perform the action and their action ends immediately.
Note that, as the action has not been performed, and if the fighter’s activation has not ended, they may attempt to make
the same action again. If fighters with this rule would be the only targets hit by a blast or template weapon, the fighter
must make the Willpower check as well.
Warp Denizen: In the End phase of each round, roll 2D6. If the result is equal to or lower than the current game round,
the Warp Horror suffers a Flesh Wound.
Daemonic save: All Daemons have a save of 4+ which can never be taken off or modified, can never become Broken,
Pinned, or Insane. This fighter is also immune to the weapons with the Web, Toxin or Gas. traits.
BLOODLETTER
Bloodletters are the Lesser Daemons of Khorne, eager foot soldiers that form the core of his vast legions. Bloodletters
possess bestial, snarling faces and wiry, crooked bodies surrounded by a reek of gore, and skin the colour of blood. Like all
of Khorne’s creatures they are formidable and ferocious warriors, among the deadliest in the galaxy with savage ferocity
and being daemons, their strength is far out of proportion to their body mass. Each Bloodletter is a natural master of
combat, borne of constantly fighting their brethren in the warp when not killing enemies on the battlefield.
M WS BS S T W I A Ld Cl Will Int
6” 2+ 6+ 6 4 3 3+ 4 8+ 5+ 6+ 7+
Savage charge: This fighter treats Charge Action as a Basic Action and is treated as having a Bull Charge skill when
doing so.
FLESH HOUNDS
These canine Daemons exist to hunt down the enemies of Khorne. They are tireless predators that possess a crimson skin
as durable as mesh armour, massive claws, and teeth, as well as amazing speed.
M WS BS S T W I A Ld Cl Will Int
8” 4+ 6+ 6 4 3 3+ 3 9+ 6+ 7+ 8+
Scent of blood: This fighter adds +1 to its wound rolls after it takes its first enemy Out of Action.
DAEMONETTE
Daemonettes are Lesser Daemons of Slaanesh. Daemonettes appear as both beautiful and repulsive to those who look
upon them. Their bewitching opal eyes and enchanting aura veil their androgynous features and grotesque claws, revealing
an alluring appearance the beholder will always consider the epitome of beauty. Depending on the situation, Daemonettes
can be gracious and swift warriors, using their razor-sharp claws when violent force is necessary, or subtle messengers and
seducers who will haunt the dreams and nightmares of their victims.
M WS BS S T W I A Ld Cl Will Int
7” 3+ 6+ 5 4 3 2+ 3 8+ 5+ 6+ 7+
Bewitch: This fighter can perform a Bewitch (Basic) action. If it does, choose a single enemy fighter within 6”. This
Fighter must pass a Willpower check. If failed, it is treated as being hit by a photon-flash grenade and failed an Initiative
check.
PLAGUEBEARER
Plaguebearers are the Lesser Daemons of Nurgle. Unlike other Daemons that are born from a tiny piece of a Chaos God’s
power splitting into a separate being, Plaguebearers are born from the energy of mortal souls succumbing to Nurgle’s Rot.
These daemons have gangling, bony limbs, their bodies swollen with decay, so much so that glistening innards are exposed
through rents in their skin. They possess a single, cyclopean eye and a single horn rising above their haggard, drawn faces,
and their bodies are covered in filth and parasites. Despite the Plaguebearer’s unusual appearance, they are supernaturally
resilient to harm, the gifts of their master having inured them to all pain. Plaguebearers are constantly surrounded by clouds
of droning flies and chant monotonous hymns, their gait a staggering lope.
M WS BS S T W I A Ld Cl Will Int
4” 3+ 6+ 5 6 4 5+ 3 8+ 5+ 6+ 7+
Plague resilience: A Plaguebearer reduces all damage it suffers by 1, to a minimum of 1.
PINK HORROR 53
Horrors are the writhing Lesser Daemons of Tzeentch. Tzeentch creates almost all of them as cheerful, madly babbling
Pink Horrors. Apart from their bright colouration, Pink Horrors are also notable for their madly happy demeanour; their
constantly emitted noises of almost ecstatic excitement give rise to the two other names by which they are sometimes
known; the Squealer or Screamer. This inherently random noise, especially when Pink Horrors appear in groups, is said to
be particularly unnerving, able to drive the weak-minded to insanity. To add to the cacophony of sensory perceptions, Pink
Horrors leave trails of pink smoke and light behind them as they move; and they move constantly, running, scampering
and caterwauling all over the place. Pink Horrors enjoy casting spells, and such aggressive acts will only spur them onto to
wilder behaviour and greater expressions of manic excitement.
M WS BS S T W I A Ld Cl Will Int
5” 5+ 4+ 4 3 3 4+ 2 8+ 5+ 4+ 7+
Magic shield: Pink horrors increase their Daemonic save by 1.
Psyker: A Pink Horror has the Unsanctioned Psyker rule and can choose one Wyrd Power to have. Moreover, this fighter
is immune to the Perils of the Warp.
BLUE HORRORS
A Pink Horror splits into two smaller Blue Horrors when its body is destroyed. While these two are just as powerful as their
former Pink self, Blue Horrors tend to squabble endlessly among themselves as their cheerful nature is reversed with the
splitting, their principle character traits being sadness and incessant whining.
M WS BS S T W I A Ld Cl Will Int
5” 5+ 5+ 3 2 2 4+ 2 9+ 6+ 6+ 9+
Weaker: Blue horrors decrease their Daemonic save by 1.
Psyker: A Blue Horror has the Unsanctioned Psyker rule and can choose one Wyrd Power to have. Moreover, this fighter
is immune to the Perils of the Warp.
BRIMSTONE HORRORS
Just as a dying Pink Horror splits into two lesser incarnations, a slain Blue Horror will split once more into a pair of
Brimstone Horrors. Named for a stench so strong it offends even other Daemons, these diminutive Warp creatures may look
bright and whimsical, but they are in truth spiteful and vindictive.
M WS BS S T W I A Ld Cl Will Int
5” 6+ 6+ 2 1 2 3+ 2 10+ 7+ 7+ 11+
The Weakest: Brimstone horrors decrease their Daemonic save by 2.
NURGLINGS
Nurglings, also known as Mites of Nurgle, Little Lords, or by their daemonic name “Khan’gurani’i”, are small Daemons that
are born in the entrails of the Great Unclean Ones. Just like their parent Daemon, they are shaped after Nurgle himself.
M WS BS S T W I A Ld Cl Will Int
5” 4+ 6+ 3 4 4 5+ 4 10+ 7+ 7+ 8+
Weaker: Nurglings decrease their Daemonic save by 1.
EQUIPMENT
A Bloodletter is equipped with a Blade of Khorne.
A Pink Horror, Blue Horrors and Brimstone Horrors are equipped with a Warpfire.
Range Acc
Weapon S L S L Str Ap D Am Traits
Blade of Khorne - E +1 - S -4 1 - Melee, Parry, Sever
Jaws and Claws - E - - 3 -2 1 - Melee,
Daemonic pincers - E - - S -2 1 - Melee, Rending, Shred, Paired
and horns
Plaguesword - E +1 - - -3 - - Melee, Parry, Toxin
Rotten Claws - E - - S -1 - - Melee, Toxin
Warpfire - T - - 3 -1 1 2+ Template, Blaze
SKILLS
A Bloodletter has the Rain of Blows skill.
Nurglings, a Pink Horror, Blue Horrors and Brimstone Horrors have no skills.
CUSTOM DAEMONS
Apart from the most common Daemons for which I created rules above, there are countless minor
ones, either serving Chaos Undivided or some other Warp Entity. Players can create these by either
modifying rules presented below or using Possessed Hiver profile found in the Necromunda Book
of Ruin.
55
56
MUTANTS
Mutants are creatures bearing some form of severe genetic deviance from the normal members of their species. Some
are born mutants, while others have suffered more spontaneous mutation through the influence of the Warp, whether by
worshiping it or being exposed to its energies. Persecuted and hunted by Imperial society, Mutants often make up the
forces of Chaos or hide deep in the Underhive. There are two types of mutants:
MUTANT
M WS BS S T W I A Ld Cl Will Int
5” 4+ 5+ 3 3 1 4+ 1 8+ 7+ 9+ 8+
MUTANT BRUTE
M WS BS S T W I A Ld Cl Will Int 57
5” 3+ 5+ 4 4 2 4+ 3 7+ 5+ 8+ 9+
SPECIAL RULES
Mutations: Mutants must have one mutation from the list below, while Mutant Brutes must have two:
• Eyestalks: This fighter treats his Vision Arc as 180o. Additionally this fighter always treats Partial Cover as Full Cover.
• Claws: This fighter adds +1 to its Strength, when making Unarmed Attacks.
• T entacle: This Fighter may re-roll fail Initiative checks when Falling and treats his Unarmed attacks as having Versatile
trait, with the Long Range of 2”.
• Two Heads: This Fighter gains the Gunfighter skill.
• Spikes: This fighter gains 5+ Armour Save, but may not wear any other form of Armour.
• W ings: This Fighter ignores terrain (apart from Impossible Terrain) when moving and may move vertically, but must
finish his Activation on the ground.
• E xtra Arm: Any fighter with a third arm may use it to better handle Unwieldy weapons, or to gain an extra attack in
combat. If armed with a ranged weapon with the Unwieldy trait, shooting it becomes a Basic action rather than a Double
action. Otherwise, the fighter gains +1 Attack on their profile. Additionally, any fighter with an Extra Arm may carry
a fourth weapon and may attack with three weapons with the Sidearm and/or Melee traits rather than the usual two.
• Animal legs: This Fighter increases its Movement characteristic by 1.
• O vergrown eyes: This Fighter can see targets up to 9” during Pitch Black condition, but must re-roll successful
Initiative checks when hit with weapon or grenade with Flash special rule.
• I rradiated: This Fighter is completely immune to the effects of the Rad-Phage trait, while Gas and Toxin traits will
treat this Fighter Toughness as 1 higher, when rolling to wound. However, under Pitch Black conditions, this Fighter is
treated as Revealed at all times.
EQUIPMENT
A Mutant or a Mutant brute may be equipped with flak armour or gutterforged cloak and may be armed with two
weapons from the following: stub gun, reclaimed autogun, gunk bombs, reclaimed autopistol, club, axe, brute cleaver,
flail, throwing knives, blunderbuss, musket or hand bow.
Range Acc
Weapon S L S L Str Ap D Am Traits
Blunderbuss - T - - 2 - 1 6+ Plentiful, Scattershot
Hand Bow 8” 16” - -1 3 - 1 4+ Silent
Musket 10” 20” +1 -1 3 - 1 5+ Scarce
SKILLS
A Mutant has no skills. A Mutant Brute has the Fearsome and Nerves of Steel skills.
58
BEASTMEN
“And in that time of darkness, Man became Beast, And Beast became Man.”
Imperial Proverb
AS A GANG MEMBER
There is only one universal profile created for the Beastman, which can be used, as a special
type of Ganger for Chaos Helot Cult or Outcasts gangs. There must always be 3 other
fighters with Gang Fighter rule per each Beastman added in such way to the gang.
Only one Beastman per gang at any time can have the Shaman upgrade.
AS A HANGER-ON
“Shoot it down!”
Last words of Outlaw and Outcast gangs can recruit Beastman as a Hanger-on. This fighter use Beastman
60 Ulrich, Clan profile. Beastman hired this way will gain this rule:
Orlock Road
Boss
Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long
as this fighter is part of the gang roster, they are treated just like a regular Ganger for the
purposes of selecting a crew. Therefore, this fighter may be chosen or randomly selected as
part of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or
Advancements and, should they suffer a Lasting Injury that would make a change to their
Fighter card, this fighter is removed from the gang roster just like any other Hanger-on.
Beastmen recruited by Genestealer Cults or Genestealer-corrupted gangs can buy Third Arm
upgrade for 35 credits.
CHAOS MARKS
Beastmen which are part of Chaos corrupted gangs (either Helot Cults or Corrupted
Houses) can be devoted to one of the four Ruinous Powers, increasing their cost by the
number shown in brackets. There are several restrictions to which marks can be given to
whom:
• ark of Khorne (+40 credits): This fighter increases their Attack characteristic by 1 and
M
gains the Rain of Blows skill.
• Mark of Nurgle (+50 credits): This fighter increases their Wound and Toughness
characteristics by 1, but subtract -1 from its Movement.
• Mark of Slaanesh (+40 credits): This fighter increases their Initiative and Movement
characteristics by 1 and gains the Dodge skill.
• Mark of Tzeentch (+40 credits): This fighter increases their Intelligence and Willpower
characteristics by 2 and gains the Overwatch skill.
61
BEASTMAN.............................................................75 CREDITS EACH
M WS BS S T W I A Ld Cl Will Int
4” 4+ 4+ 4 4 2 4+ 2 6+ 6+ 7+ 7+
SPECIAL RULES
Promotion (Beastman Specialist): Beastman are treated as a Gangers when it comes
to the spending Experience. During Campaign play, Beastman may become Beastman
Specialists by spending Experience (XP), as described in the campaign rules. A Beastman
Specialist gains the Tools of the Trade special rule and may spend XP to gain additional
skills.
“Their settlements
will fall. Their faith Shaman: One Beastman can be a Shaman for +30 Credits. This fighter can choose Wyrd
will fail. Their
62 flesh will tear.” Powers in place of skills (see page 52 of the Necromunda Book of the Outcast) and gains
Azor-ur-grogol,
the Non-sanctioned Psyker, Tools of Trade special rules and Gang Hierarchy (Champion)
Beastman instead of Gang Fighter (Ganger) special rule. A Shaman starts with one Wyrd power.
Shaman, Cult
of the Lost Skills: This fighter has the Berserk, Fearsome and Bull Charge skills.
Children
Tools of the Trade (Shaman and Beastmen Specialist): This fighter enjoys access to
a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.
Chaos Marks: Beastman can devoted to a Chaos God and be given a Chaos Mark as
described on the Previous page.
SKILL ACCESS
A Beastman has access to the following skill sets:
EQUIPMENT
A Beastman, Shaman and Beastman Specialists may purchase weapons and Wargear from the Beastman equipment
list:
• During the course of a campaign, Beastman, Shaman and Beastman Specialists may be given additional weapons
purchased from this list.
• In addition, during a campaign Shamans may be given additional Wargear purchased from this list, from the Trading
Post and from the Black Market.
63
BEASTMAN EQUIPMENT LIST
WEAPONS WARGEAR
CLOSE COMBAT WEAPONS GRENADES
• Axe ...............................................................................................10 credits • Blasting charges .................................................................35 credits
• Chainaxe ...................................................................................30 credits • Frag grenades .......................................................................30 credits
• Chainsword ............................................................................25 credits • Incendiary charges ............................................................40 credits
• Cleaver........................................................................................20 credits • Smoke grenades .................................................................15 credits
• Fighting knife..........................................................................15 credits
• Heavy club ..............................................................................15 credits ARMOUR
• Maul (club) ..............................................................................10 credits • Flak Armour ............................................................................10 credits
• Servo claw ...............................................................................30 credits • Mesh Armour ........................................................................15 credits
• Shock Stave ...........................................................................30 credits • Light Carapace Armour ..................................................80 credits
• Sword .........................................................................................20 credits
PERSONAL EQUIPMENT
TWO-HANDED WEAPONS • Armoured undersuit ..........................................................25 credits
• Chain-glaive............................................................................50 credits • Bio-booster .............................................................................35 credits
• Greatsword .............................................................................35 credits • Drop rig .....................................................................................10 credits
• Two-handed axe .................................................................20 credits • Respirator ................................................................................15 credits
• Two-handed hammer ......................................................30 credits • Stimm-slug stash ................................................................25 credits
ADEPTUS ARBITES
“You are far away from your law and safety of the Dust Falls’ walls.”
As long as Necromunda remains loyal to the God-Emperor and the Imperial tithe is paid on time, the
Arbites let Lord Helmawr run the planet as he sees fit. While a ganger may have several run-ins with
Enforcers, the chances of them ever seeing an Arbitrator are slim. Those who do better hope that they
have made their peace with the God-Emperor, because it means they have committed a crime so
heinous that there is only one sentence.
In most cases, the Adeptus Arbites and the Inquisition view Enforcer cadres with some suspicion, if not
outright distrust, concerning their competence, loyalty and professionalism, often with good reason.
IMPERIAL LAW officers known as the “Marshals of the Court” who oversee
sector-spanning administrative jurisdictions that are called
Unlike the members of the Inquisition, the Arbitrators (also “Precincts.”
sometimes called Arbiters) of the Adeptus Arbites are
unable to freely judge or sentence other Imperial citizens Below the Marshals of the Court, the Arbites are internally
at will. The only mandate an Arbitrator is sworn to uphold divided into two primary divisions; the Judges, who
and enforce to the letter is formally known as the Dictates deal with actual legal matters and the application of ten
Imperialis, the laws of the Imperium as set by the Adeptus thousand standard years of Imperial Law to criminal
Terra; local laws are not the Arbitrators’ concern, nor do and civil cases, and Arbitrators, the paramilitary law
they fall under their jurisdiction, and those are left to be enforcement arm of the Arbites who perform the work
enforced by local law enforcement agencies. necessary to apprehend and punish those who break the
dictates of the Lex Imperia.
Any crime which concerns the Arbites is already severe,
and the usual punishment is death, either through Arbitrators and Judges operate in parallel organisations
immediate execution or the delayed death sentence of within the Adeptus Arbites, though the two separate
66 conscription into a Penal Legion of the Astra Militarum. organisations join at the highest ranks when senior Judges
and Arbitrators are raised to become Marshals of the
The common Imperial citizen has no legal right to a trial Court. Senior Arbites fulfil both roles, with Judges getting
beyond the judgment of an Arbitrator once the Arbites are their hands dirty apprehending criminals in the field, and
called in to deal with a crime. Other punishments include Arbitrators learning to preside over lengthy court trials.
public lashings, and death by burning in the case of certain
religious heresies. WARGEAR
With the permission of the Ecclesiarchy, for crimes of Often operating in dense urban environments, Arbites
heresy or crimes conducted by an Adeptus Ministorum are equipped with combat shotguns and bolters
priest who has abused their office, the sentence is usually with Executioner rounds; this is a type of special bolt
that of Arco-flagellation. ammunition with homing capabilities.
ADEPTA ORGANISATION They are also generally armed with Shock Mauls for melee
combat, Electro-Net launchers and pulse-charged bolas
The overall leader of the Adeptus Arbites is the Grand for capturing perpetrators alive, grapplehooks and stingers,
Provost Marshal, who represents the Arbitrators on the and escorted by cybernetically-enhanced Cyber-Mastiffs
Senatorum Imperialis as one of the High Lords of Terra. for hunting hidden lawbreakers.
Below the Grand Provost Marshal are the senior Arbites
67
ADEPTUS ARBITES GANG LIST
When founding an Adeptus Arbites gang, players will have a maximum budget of credits to
spend on fighters, weapons and Wargear chosen from the entries on the following pages.
How much this budget is will depend upon whether the gang is being founded for Skirmish
play or Campaign play. In either case, this budget may not be exceeded. Any unspent credits
will be added to the gang’s Stash if the gang has been founded for Campaign play. However,
if a gang has been founded for Skirmish play, any unspent credits are simply lost.
CAMPAIGN PLAY
When founding a gang for Campaign play, the budget available is 1,000 credits. Note,
however, that should they wish, the Arbitrator can increase or decrease this budget.
Very often the rules will refer to fighters by category (Leader, Champion, Prospect, Ganger
or Juve, for example). In such cases, the rule is universal to all such fighters, regardless
of their type. At other times the rules will refer to a fighter by their specific type, Adeptus
Arbites for example. In these cases, the rule is specific only to fighters of that type.
GANG COMPOSITION
The first step is to choose and purchase the fighters that make up the gang. The Adeptus
Arbites gang list details all of the fighters available to the gang. These fighters are purchased
by paying the credits cost shown in their entry from the budget available. All Adeptus
Arbites gangs must always follow these rules:
Should it occur during the course of a campaign that the number of fighters without the
Gang Fighter (X) special rule exceeds the total number of fighters with the Gang Fighter (X)
special rule, the controlling player must either:
• etire a number of fighters without the Gang Fighter (X) special rule during the post-
R
battle sequence in order to correct the imbalance.
Or:
• ecruit fresh fighters with the Gang Fighter (X) special rule during the post-battle
R
sequence in order to correct the imbalance.
WEAPONS AND WARGEAR EQUIPMENT SETS
The next step is to choose and purchase the weapons In most gangs, senior gang members are able to maintain
and Wargear each fighter will be equipped with. Each a cache of weapons that allows them to equip themselves
fighter’s entry in the Adeptus Arbites gang list includes appropriately for each battle. This is not the case for
a detailed list of the weapons and Wargear that fighter Adeptus Arbites gangs; most of the fighters are simple
may purchase. creatures that become attached to one or two favoured
weapons. This is especially the case with Adeptus Arbites
EQUIPPING A FIGHTER Weapons, which are literally attached to the fighter and
All fighters can be equipped as follows: cannot be set aside, even for a single battle. No fighter
in an Adeptus Arbites gang can have more than one
• fighter can be equipped with a maximum of three
A equipment set.
weapons purchased from those listed in their entry.
• W
eapons marked with an asterisk (*) take up the space DEATH OF A LEADER
of two weapons. All Adeptus Arbites gangs must include a single fighter
• A
ny fighter may purchase Wargear from that listed in with the Gang Leader special rule. This fighter is, naturally, 69
their entry. the leader of the gang. If a gang’s leader is killed, a new
• eapon accessories marked with a dagger (†) may
W leader must be nominated:
not be combined together on the same weapon. If one
such accessory is purchased for a weapon, another • The new leader is the fighter with the highest Leadership
may not be added. characteristic, selected from among those fighters that
have the Gang Hierarchy (X) special rule.
If the gang is being founded for Campaign play, fighters
will be limited to equipment listed in their entry, whereas • If the gang contains no fighters with the Gang Hierarchy
fighters in a gang founded for Skirmish play may also have (X) special rule, the fighter with the highest Leadership
access to some items of equipment from the Trading Post characteristic must be selected from among the remaining
and Black Market. This should be agreed upon by the gang members.
players.
If two or more eligible fighters have the same Leadership
NEW EQUIPMENT characteristic, use Advancements as a tiebreaker; if there
During a campaign, gangs may gain new equipment, is still a tie, the controlling player can decide which fighter
either by purchasing it from the Trading Post or Black will become the new gang leader.
Market, or as a result of Boons. These items are added to
the gang’s Stash and may be distributed among fighters When a fighter is promoted in this way, they gain the Gang
during any post-battle sequence: Leader special rule, and from now on they count as an
Adeptus Arbites Boss. Their existing characteristics and
• ny fighter may discard any Wargear they are
A special rules do not change.
equipped with in favour of new Wargear. Any Wargear
discarded in this way is placed in the gang’s Stash and LAW ABIDING
may be given to other fighters. During a campaign in which the rules for Outlaw and
• o fighter may discard a weapon. Underhive gangers
N Law-Abiding gangs are in use, an Adeptus Arbites gang is
become attached to the tools of their trade and would automatically a Law-Abiding gang. In addition, an Adeptus
rather hoard weapons than discard them. Arbites gang cannot change its Alignment by any reason,
nor its fighters can use any weapon or wargear with Illegal
trait. For the campaign purpose, they are treated the same
FIGHTER CARDS & GANG ROSTER as Palatine Enforcers’ gang.
Finally, a blank Fighter card should be completed for
each fighter when they are added to the gang; the
characteristics of the fighter and any equipment they now
have should be noted down in the appropriate sections of
the Fighter cards. A gang roster sheet is also completed
for the gang as a whole.
70
ADEPTUS ARBITES ARMOURY
WEAPONS
Righteous tools of the Imperial Law.
Range Acc
S L S L Str Ap D Am Traits
Pistols
Arbites Bolt Pistol 8” 16” +1 - 4 -1 2 5+ Sidearm
– with Executioner Rounds 8” 16” +1 - 4 -2 2 5+ Sidearm, Scarce
Basic Weapons
Arbites Bolter 15” 30” +1 - 4 -1 2 5+ Rapid Fire (1)
– with Executioner Rounds 12” 24” +1 - 4 -2 2 5+ Rapid Fire (1), Scarce 71
Arbites Shotgun
– with Salvo Rounds 4” 12” +1 - 4 - 2 4+ Rapid Fire (1), Knockback
– with Shredder Rounds T - - - 2 - 1 4+ Scattershot
– with Shock Rounds 4” 8” +1 - 2 - 1 5+ Shock, Scattershot, Scarce
Heavy Weapons
Bulldog Heavy Stubber 20” 40” - -1 5 -1 1 4+ Rapid Fire (2), Unwieldy
Exterminator Sniper Rifle 24” 48” - +1 4 -1 1 4+ Rapid Fire (1), Knockback
Close Combat Weapon
Dominator Maul - E - - S+2 -1 1 - Melee, Power, Shock
Suppression Shield - E - - S - 1 - Melee, Shock, Knockback,
Assault Shield
ASSAULT SHIELD
An assault shield grants a +2 armour save modifier (to a maximum of 2+) against melee attacks that originate from
within the fighter’s vision arc (the 90° arc to their front), and a +1 armour save modifier against ranged attacks that
originate from within the fighter’s vision arc; check this before the fighter is placed Prone and is Pinned. If it is not clear
whether the attacker is within the target’s front arc, use a Vision Arc template to check – if the centre of the attacker’s
base is within the arc, the assault shield can be used. Against attacks with the Blast trait, use the centre of the Blast
marker in place of the attacker. If the target does not have a facing (for example, if they are Prone), the assault shield
cannot be used.
WARGEAR
BIO-SAMPLE EXTRACTORS
Bio-sample extractors are used to collect evidence from fallen enemies of the law. When a fighter equipped with a bio-
sample extractor performs a Coup de Grace action on an enemy fighter, it will gain 1 Evidence Token (2 if this enemy
fighter was a Leader or Champion). If by the end of the battle, player will gather 3+ Evidence Tokens, it will add D3 to its
Reputation.
SOULGUILT SCANNERS
Soulguilt scanners are used by Adeptus Arbites to search in their database to see if a subject is already under observation
or already marked as a criminal to be hunted. When a fighter equipped with soulguilt scanners performs Coup de Grace
action on an enemy Leader, Champion, Brute or other fighter more important than an average ganger, it can make an
Intelligence Check. If passed, the player adds D3x10 Credits to their Stash, and will add +1 to the Capturing Fighter’s roll.
NUNCIO-AQUILA
Sometimes Proctors are accompanied by powerful speakers, which amplifies their voice, turning their orders into words
of final judgement in the ears of criminals and heretics. When a fighter is equipped with a nuncio-aquila, it may use it
once per every battle as a Basic Action. When used, every enemy fighter in 18” must immediately make a Cool check. If
failed, they become Broken.
HOW TO USE ADEPTUS ARBITES IN NECROMUNDA
CAMPAIGNS?
Adeptus Arbites are not a commonly encountered force on the Necromunda, as for most criminal activities the Palatine
Enforcers are used. Sometimes, a local threat or uprising can pose significant threat to the entire hive or even a planet
itself. That is when local authorities, be it gang leaders, guilders or Enforcers are calling Adeptus Arbites Investigation
team to suppress the danger and deal with any criminals bold enough to break the Imperial Law.
AS A GANG
With the permission of the Arbitrator, Adeptus Arbites can be used as a standalone gang. Player should note, that they
are not well suited for all types of campaign and there should be good reason why Adeptus Arbites would bother to
participate in gang skirmishes.
72
AS AN ALLY
Law-Abiding gangs can form an Alliance with Adeptus Arbites, if Allies are used in campaign. Palatine Enforcers will
treat this Alliance as a Strong one. Before each battle, the Player can ask Adeptus Arbites for help, provided that Enemy
gang has higher gang rating. Player may add Adeptus Arbites Gang, with total cost of max. 600 Credits, consisting of any
number of Arbitrators and Troopers, 0-1 Investigator and 0-1 Proctor. During the battle, they are treated just like any other
Alliance Crew (for example the Corpse Harvesting Party). If the player loses the scenario, Arbites will demand a price for
wasting their time – the player should pay them 2D3x10 Credits, or Test the Alliance, adding +2 to the test if the player
loose against Outlaw gang.
AS A HANGER-ON
Law-Abiding gangs can recruit (or rather ask for help and provide with a good reason why) as a Hanger-on. This fighter
uses Adeptus Arbites Investigator profile and can buy or sell wargear in the post battle Sequence. Investigator hired this
way will lose Gang Hierarchy (Champion), Group Activation (1) and Tools of Trade special rules and gain this one instead:
Part of the Crew: Unlike other Hangers-on, this fighter is always ready for a fight. As long as this fighter is part of the
gang roster, they are treated just like a regular Ganger for the purposes of selecting a crew. Therefore, this fighter may be
chosen or randomly selected as part of their gang’s starting crew just like any other Ganger.
However, just like any other Hanger-on, this fighter cannot gain any Experience or Advancements and, should they suffer
a Lasting Injury that would make a change to their Fighter card, this fighter is removed from the gang roster just like any
other Hanger-on.
RULES NOTE
Rules presented on the following pages, as well as for the Adeptus Arbites Weapons are fan made rules of my creation.
To use this booklet, player will need a copy of Necromunda Underhive rules (i.e. Necromunda Rulebook, Hive War
Rulebook, Ash Wastes Rulebook).
Rules for the rest of the weapons are available online for free, from the Warhammer Community:
https://www.warhammer-community.com/wp-content/uploads/2018/12/9NnA1LwqaYuUTMAF.pdf
OPPRESSION SKILLS
Oppression skills are unique to Adeptus Arbites and represent their resolved in merciless execution of Imperial Law,
which they learned during countless trainings in the Schola Progenium.
OPPRESSION SKILLS
D6 Skill
1 Shock Specialist
2 Shield Wall
3 Paragon of the Imperial Law
4 Inescapable Judgement
73
5 Oppressive Action
6 Your move, creep!
SPECIAL RULES
Gang Leader: A Adeptus Arbites gang must always include a single fighter with this special
rule:
• fighter with this special rule may not retire during Campaign play. For a gang leader,
A
the only way out is death.
A lateral rank, • Should this fighter die during the course of a campaign, or otherwise be removed from
comparable to the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must
an Intelligencer,
74 Proctors are be promoted to replace them (see ‘Death of a Leader’ on page 2).
Arbitrators who
lead Adeptus Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle
Arbites riot
squads and test, during any End phase in which this fighter passes its Cool check and does not flee
suppression the battlefield, any friendly Adeptus Arbites fighters that are within 12” of this fighter will
forces in the field automatically pass their Cool check and will not flee the battlefield. Additionally, during
against highly
armed, and Campaign play this fighter may perform post-battle actions.
highly foolish,
criminals. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with
this special rule may take multiple equipment sets.
Group Activation (2): When a fighter with this special rule is activated, their controlling
player can choose to activate a number of additional Ready friendly Adeptus Arbites fighters
equal to the number shown in brackets that are within 3” of this fighter as part of a ‘Group
Activation’:
• The controlling player must nominate all of the fighters who will be activated in this way
before any of them is activated.
• Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation before
selecting and activating the next. Each fighter activates individually; groups do not
activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use this
special rule during this activation.
Skills: When recruited, a Proctor may choose one skill from their Primary skill sets (as
described in the Necromunda Rulebook). This skill does not cost any XP and does not
increase the fighter’s credits value.
Subductor: Proctor may be upgraded to a Subductor Proctor for +10 credits, allowing him
to take weapons from Subductor weapons list.
SKILL ACCESS
A Proctor has access to the following skill sets:
EQUIPMENT
A Proctor is equipped with light carapace armour, which can never be taken off. A Proctor may purchase weapons and
Wargear from the Adeptus Arbites equipment list:
• During the course of a campaign, a Proctor may be given additional weapons and Wargear purchased from this list,
from the Trading Post and from the Black Market.
• A Proctor has no restrictions upon the types of weapons they can take; all weapon types are available.
75
WEAPONS WARGEAR
ADEPTUS ARBITES WEAPONS GRENADES
• Arbites Bolter ........................................................................60 credits • Frag grenades .......................................................................30 credits
– with Executioner Rounds .................................... + 10 credits • Smoke grenades .................................................................15 credits
• Arbites Shotgun • Photon-flash grenades ...................................................15 credits
(with salvo and shredder rounds).............................60 credits • Scare gas grenades ..........................................................30 credits
– with Shock Shells ..................................................... + 15 credits • Choke gas grenades .........................................................35 credits
• Stun grenades ......................................................................15 credits
PISTOLS
• Arbites Bolt pistol ...............................................................50 credits FIELD ARMOUR
– with Executioner Rounds .................................... + 10 credits • Refractor Field ......................................................................50 credits
• Web Pistol ...............................................................................90 credits
• Autopistol .................................................................................10 credits PERSONAL EQUIPMENT
• Stub gun ...................................................................................5 credits • Bio-booster .............................................................................35 credits
– with Dum Dum rounds.......................................... + 5 credits • Bio-scanner ............................................................................30 credits
• Drop rig .....................................................................................10 credits
SPECIAL WEAPONS • Grapnel launcher ................................................................25 credits
• Web gun .................................................................................125 credits • Magnacles ...............................................................................20 credits
• Grenade Launcher (Frag & Krak grenades) .....65 credits • Photo-goggles.......................................................................30 credits
– with Smoke Grenades............................................ + 15 credits • Photo-lumens .......................................................................15 credits
– with Photon-flash Grenades.............................. + 15 credits • Respirator ................................................................................15 credits
– with Stun Grenades................................................. + 15 credits • Strip-kit ......................................................................................15 credits
– with Scare Gas Grenades ................................... + 35 credits • Soulguilt scanners .............................................................20 credits
– with Choke Gas Grenades ................................. + 40 credits • Bio-sample extractors .....................................................10 credits
• Nuncio-aquila .......................................................................35 credits
HEAVY WEAPONS
• Bulldog Heavy Stubber..................................................150 credits WEAPON ACCESSORIES
• Exterminator Sniper Rifle ..............................................40 credits • Suspensors (weapons with
Unwieldy trait only).............................................................50 credits
SUBDUCTOR WEAPONS • Infra-sight† (any ranged weapon)..............................35 credits
• Dominator Maul ...................................................................40 credits • G unshroud (basic weapons and
• Suppression Shield ...........................................................45 credits pistols only)..............................................................................20 credits
• L as Projector (special, basic weapons
CLOSE COMBAT WEAPONS and pistols only)....................................................................35 credits
• Fighting knife..........................................................................15 credits • Mono-sight† (special, basic weapons
• Shock Baton ..........................................................................25 credits and pistols only)....................................................................35 credits
• Power maul .............................................................................30 credits • Telescopic sight† (special, basic weapons
and pistols only)....................................................................25 credits
EXOTIC PETS
• 0-1 K9 Cyber-mastiffs ......................................................70 credits
INVESTIGATOR (CHAMPION) .......................................150 CREDITS
M WS BS S T W I A Ld Cl Will Int
5” 3+ 3+ 3 3 2 4+ 2 5+ 5+ 6+ 6+
SPECIAL RULES
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle
test, during any End phase in which this fighter passes its Cool check and does not flee
the battlefield, any friendly Adeptus Arbites fighters that are within 6” of this fighter will
automatically pass their Cool check and will not flee the battlefield. Additionally, during
Investigators Campaign play this fighter may perform post-battle actions.
are skilled and
experienced
76 Arbitrators who Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with
learn the arts of this special rule may take multiple equipment sets.
inquiry, using
contacts, charm
and dirty tactics Group Activation (1): When a fighter with this special rule is activated, their controlling
to uncover player can choose to activate a number of additional Ready friendly Adeptus Arbites fighters
the truth. equal to the number shown in brackets that are within 3” of this fighter as part of a ‘Group
Investigators are
usually veteran Activation’:
Arbitrators who
are the Imperial • The controlling player must nominate all of the fighters who will be activated in this way
equivalent of
real world police before any of them is activated.
detectives. • Once all participants of the Group Activation have been nominated, the controlling
player selects one and activates them as normal, fully resolving their activation before
selecting and activating the next. Each fighter activates individually; groups do not
activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use this
special rule during this activation.
Skills: When recruited, an Investigator may choose one skill from their Primary skill sets
(as described in the Necromunda Rulebook). This skill does not cost any XP and does not
increase the fighter’s credits value.
EQUIPMENT
An Investigator is equipped with light carapace armour, which can never be taken off. An Investigator may purchase
weapons and Wargear from the Adeptus Arbites equipment list:
• During the course of a campaign, an Investigator may be given additional weapons and Wargear purchased from this
list, from the Trading Post and from the Black Market.
• An Investigator has no restrictions upon the types of weapons they can take; all weapon types are available.
77
WEAPONS WARGEAR
ADEPTUS ARBITES WEAPONS GRENADES
• Arbites Bolter ........................................................................60 credits • Frag grenades .......................................................................30 credits
– with Executioner Rounds .................................... + 10 credits • Smoke grenades .................................................................15 credits
• Arbites Shotgun • Photon-flash grenades ...................................................15 credits
(with salvo and shredder rounds).............................60 credits • Scare gas grenades ..........................................................30 credits
– with Shock Shells ..................................................... + 15 credits • Choke gas grenades .........................................................35 credits
• Stun grenades ......................................................................15 credits
PISTOLS
• Arbites Bolt pistol ...............................................................50 credits PERSONAL EQUIPMENT
– with Executioner Rounds .................................... + 10 credits • Bio-booster .............................................................................35 credits
• Web Pistol ...............................................................................90 credits • Bio-scanner ............................................................................30 credits
• Autopistol .................................................................................10 credits • Drop rig .....................................................................................10 credits
• Stub gun ...................................................................................5 credits • Grapnel launcher ................................................................25 credits
– with Dum Dum rounds.......................................... + 5 credits • Magnacles ...............................................................................20 credits
• Photo-goggles.......................................................................30 credits
SPECIAL WEAPONS • Photo-lumens .......................................................................15 credits
• Web gun .................................................................................125 credits • Respirator ................................................................................15 credits
• Grenade Launcher (Frag & Krak grenades) .....65 credits • Strip-kit ......................................................................................15 credits
– with Smoke Grenades............................................ + 15 credits • Soulguilt scanners .............................................................20 credits
– with Photon-flash Grenades.............................. + 15 credits • Bio-sample extractors .....................................................10 credits
– with Stun Grenades................................................. + 15 credits
– with Scare Gas Grenades ................................... + 35 credits WEAPON ACCESSORIES
– with Choke Gas Grenades ................................. + 40 credits • Suspensors (weapons with
Unwieldy trait only).............................................................50 credits
HEAVY WEAPONS • Infra-sight† (any ranged weapon)..............................35 credits
• Bulldog Heavy Stubber..................................................150 credits • G unshroud (basic weapons and
• Exterminator Sniper Rifle ..............................................40 credits pistols only)..............................................................................20 credits
• L as Projector (special, basic weapons
SUBDUCTOR WEAPONS and pistols only)....................................................................35 credits
• Dominator Maul ...................................................................40 credits • Mono-sight† (special, basic weapons
• Suppression Shield ...........................................................45 credits and pistols only)....................................................................35 credits
• Telescopic sight† (special, basic weapons
CLOSE COMBAT WEAPONS and pistols only)....................................................................25 credits
• Fighting knife..........................................................................15 credits
• Shock Baton ..........................................................................25 credits EXOTIC PETS
• Power maul .............................................................................30 credits • 0-1 K9 Cyber-mastiffs ......................................................70 credits
ARBITRATOR (GANGER) ..........................................120 CREDITS
M WS BS S T W I A Ld Cl Will Int
5” 4+ 3+ 3 3 1 4+ 1 6+ 6+ 6+ 7+
SPECIAL RULES
Gang Fighter (Ganger): Fighters with this special rule form the backbone of Adeptus
Arbites gangs. The total number of fighters with the Gang Fighter (X) special rule in the
gang must always be equal to, or higher than, the total number of fighters without the Gang
Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.
Arbitrators are Promotion (Arbitrator Specialist): When the gang is founded, a single Arbitrator can be
guardians of promoted to become an Arbitrator Specialist. During Campaign play, additional Arbitrator
order and the
78 rule of law within may become Arbitrator Specialists by spending Experience (XP), as described in the
the Imperium. campaign rules. An Arbitrator Specialist gains the Tools of the Trade special rule and may
Implacable, spend XP to gain additional skills.
unrelenting,
and nigh-on
impossible to Tools of the Trade (Arbitrator Specialist only): This fighter enjoys access to a wide
kill; they are the variety of weapons. A fighter with this special rule may take multiple equipment sets.
Emperor’s justice
manifest. They
are the most Subductor: Arbitrator may be upgraded to a Subductor Arbitrator for +10 credits, allowing
common rank him to take weapons from Subductor weapons list. It will also change this fighter Ballistic
of Arbitrator an
ordinary Imperial skill to 4+ and Weapon Skill to 3+.
citizen will come
into contact with,
usually to their
misfortune if they
have broken the
law.
SKILL ACCESS
An Arbitrator has access to the following skill sets:
EQUIPMENT
An Arbitrator is equipped with light carapace armour, which can never be taken off. Arbitrators and Arbitrator Specialists
may purchase weapons and Wargear from the Arbitrator equipment list:
• During the course of a campaign, both Arbitrators and Arbitrator Specialists may be given additional weapons
purchased from this list.
• In addition, during a campaign both Arbitrators and Arbitrator Specialists may be given additional Wargear purchased
from this list, from the Trading Post and from the Black Market.
• An Arbitrator may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat 79
Weapons sections of this list.
• Once promoted, an Arbitrator Specialist has no restrictions upon the types of weapons they can take from this list; all
weapon types within this list become available.
WEAPONS WARGEAR
ADEPTUS ARBITES WEAPONS GRENADES
• Arbites Bolter ........................................................................60 credits • Frag grenades .......................................................................30 credits
– with Executioner Rounds .................................... + 10 credits • Smoke grenades .................................................................15 credits
• Arbites Shotgun • Photon-flash grenades ...................................................15 credits
(with salvo and shredder rounds).............................60 credits • Scare gas grenades ..........................................................30 credits
– with Shock Shells ..................................................... + 15 credits • Choke gas grenades .........................................................35 credits
• Stun grenades ......................................................................15 credits
PISTOLS
• Arbites Bolt pistol ...............................................................50 credits PERSONAL EQUIPMENT
– with Executioner Rounds .................................... + 10 credits • Bio-booster .............................................................................35 credits
• Web Pistol ...............................................................................90 credits • Bio-scanner ............................................................................30 credits
• Autopistol .................................................................................10 credits • Drop rig .....................................................................................10 credits
• Stub gun ...................................................................................5 credits • Grapnel launcher ................................................................25 credits
– with Dum Dum rounds.......................................... + 5 credits • Magnacles ...............................................................................20 credits
• Photo-goggles.......................................................................30 credits
SPECIAL WEAPONS (Arbitrator SPECIALIST ONLY) • Photo-lumens .......................................................................15 credits
• Web gun .................................................................................125 credits • Respirator ................................................................................15 credits
• Grenade Launcher (Frag & Krak grenades) .....65 credits • Strip-kit ......................................................................................15 credits
– with Smoke Grenades............................................ + 15 credits • Soulguilt scanners .............................................................20 credits
– with Photon-flash Grenades.............................. + 15 credits • Bio-sample extractors .....................................................10 credits
– with Stun Grenades................................................. + 15 credits
– with Scare Gas Grenades ................................... + 35 credits WEAPON ACCESSORIES
– with Choke Gas Grenades ................................. + 40 credits • Suspensors (weapons with
Unwieldy trait only).............................................................50 credits
SUBDUCTOR WEAPONS • Infra-sight† (any ranged weapon)..............................35 credits
• Dominator Maul ...................................................................40 credits • G unshroud (basic weapons and
• Suppression Shield ...........................................................45 credits pistols only)..............................................................................20 credits
• L as Projector (special, basic weapons
CLOSE COMBAT WEAPONS and pistols only)....................................................................35 credits
• Fighting knife..........................................................................15 credits • Mono-sight† (special, basic weapons
• Shock Baton ..........................................................................25 credits and pistols only)....................................................................35 credits
• Power maul .............................................................................30 credits • Telescopic sight† (special, basic weapons
and pistols only)....................................................................25 credits
TROOPER (JUVE) .......................................................90 CREDITS
M WS BS S T W I A Ld Cl Will Int
5” 4+ 4+ 3 3 1 4+ 1 7+ 7+ 7+ 7+
SPECIAL RULES
Gang Fighter (Juve): Fighters with this special rule form the backbone of Adeptus Arbites
gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must
always be equal to, or higher than, the total number of fighters without the Gang Fighter (X)
special rule combined, not counting Hangers-on or Hired Guns.
The most junior Promotion (Arbitrator Specialist): If, during the Downtime phase of a campaign, this
rank within the fighter has gained five or more Advancements, this fighter may be promoted to become
Adeptus Arbites
80 hierarchy, a an Arbitrator Specialist.
Trooper is drilled
in combat and When a fighter is promoted in this way, they will from now on count as an Arbitrator for the
their legal and
law enforcement purposes of determining which equipment and skill sets they can access. Their existing
duties to the characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion
Imperium. They (Arbitrator Specialist) and Fast Learner special rules and gain all the special rules associated
are stout of
heart and eager with an Arbitrator Specialist.
to enforce the
Emperor’s law. Fast Learner: During campaign play, when this fighter gains a characteristic Advancement,
they do not need to spend an additional 2 XP if the characteristic being improved has
already been improved. In other words, this fighter may improve a characteristic any number
of times (up to the maximum) for the basic XP cost shown each time.
SKILL ACCESS
A Trooper has access to the following skill sets:
EQUIPMENT
A Trooper is equipped with light carapace armour, which can never be taken off. A Trooper may purchase weapons and
Wargear from the Trooper equipment list:
• During the course of a campaign, a Trooper may be given additional weapons purchased from this list.
• In addition, during a campaign a Trooper may be given additional Wargear purchased from this list, from the Trading
Post and from the Black Market
WEAPONS WARGEAR
ADEPTUS ARBITES WEAPONS GRENADES
• Arbites Bolter ........................................................................60 credits • Frag grenades .......................................................................30 credits
– with Executioner Rounds .................................... + 10 credits • Smoke grenades .................................................................15 credits
• Arbites Shotgun • Photon-flash grenades ...................................................15 credits
(with salvo and shredder rounds).............................60 credits
– with Shock Shells ..................................................... + 15 credits PERSONAL EQUIPMENT
• Bio-booster .............................................................................35 credits
PISTOLS • Bio-scanner ............................................................................30 credits
• Arbites Bolt pistol ...............................................................50 credits • Drop rig .....................................................................................10 credits
– with Executioner Rounds .................................... + 10 credits • Grapnel launcher ................................................................25 credits
• Web Pistol ...............................................................................90 credits • Magnacles ...............................................................................20 credits
• Autopistol .................................................................................10 credits • Photo-goggles.......................................................................30 credits
• Stub gun ...................................................................................5 credits • Photo-lumens .......................................................................15 credits
– with Dum Dum rounds.......................................... + 5 credits • Respirator ................................................................................15 credits
• Strip-kit ......................................................................................15 credits
CLOSE COMBAT WEAPONS
• Fighting knife..........................................................................15 credits WEAPON ACCESSORIES
• Shock Baton ..........................................................................25 credits • Suspensors (weapons with
• Power maul .............................................................................30 credits Unwieldy trait only).............................................................50 credits
• Infra-sight† (any ranged weapon)..............................35 credits
• G unshroud (basic weapons and
pistols only)..............................................................................20 credits
• L as Projector (special, basic weapons
and pistols only)....................................................................35 credits
• Mono-sight† (special, basic weapons
and pistols only)....................................................................35 credits
• Telescopic sight† (special, basic weapons
and pistols only)....................................................................25 credits
EXOTIC BEASTS If this fighter itself is activated as part of a Group
Activation, this rule still applies, meaning any Exotic Beasts
The worlds of the Imperium are host to many strange and this fighter owns are activated as described above when
wonderful creatures, and Necromunda is no exception. It is this fighter is itself activated as part of a Group Activation.
well documented throughout the ages that humans have
a strange propensity for keeping all manner of creatures as E xotic Beasts must always end their activation within 3” of
pets, fascinated by their behaviour and comforted by their their owner. If the Exotic Beast is more than 3” away at the
loyalty, and in this the denizens of the underhive are no end of its activation, it must pass a Nerve test or become
different to humans anywhere else in the galaxy. What is Broken.
unique to Necromunda, though, are the type and variety of
pets that people choose to keep… Should an Exotic Beast become Broken, it will run towards
its owner when activated rather than for cover. When an
Exotic Beasts are purchased as Wargear and should Exotic Beast makes a Running for Cover (Double) action,
be recorded on their owner’s Fighter card accordingly. it runs towards its owner. It is only concerned with getting
82 However, where Exotic Beasts differ to normal Wargear back within 3” of its owner.
is that they will have their own Fighter card, which details
their unique stats, skills, and weaponry. An Exotic Beast that has become Broken automatically
rallies if it ends an activation within 3” of its owner (note
They follow all of the normal rules for a fighter, with the that, during Campaign play, Exotic Beasts do not gain XP
following exceptions: for rallying in this way).
Hardcases are a type of completely mechanical Cyber-Mastiff. They are known to be used by
Necromunda’s Palanite Enforcers. K9 Cyber-Mastiffs are similar in design, albeit as a tool of
Adeptus Arbites, they are enhanced to be quicker and more aggressive. This comes with the
cost of retaining some flesh parts, which makes them slightly less armoured and durable than
their fully mechanical counterparts.
M WS BS S T W I A Ld Cl Will Int
6” 3+ - 3 4 1 4+ 3 7+ 6+ 7+ 8+
EQUIPMENT
A K9 Cyber-Mastiff may not purchase weapons or Wargear. A K9 Cyber-Mastiff is armed
with a Power Bite and equipped with Mesh Armour.
WEAPONS
Range Acc
Close Combat S L S L Str Ap D Am Traits
Weapon
Power Bite - E - - S -1 1 Melee, Shock
SKILL ACCESS
K9 Cyber-Mastiff has a Bull Charge skill. Should a K9 Cyber-Mastiff become a Specialist, it
has access to the following skill sets:
84
86
87
Giovanni Calapaj
CHARACTERS
by Giovanni Calapaj
88
CHRONO-GLADIATORS
CHRONO-GLADIATORS
Chrono-gladiators are cyborgs, sometimes made as a criminal
punishment by the Adeptus Mechanicus, whose lifespan is
MUTANT BRUTE
determined by a pre-set self-destruct program; the only way
they can extend this is by killing. Each battle they win moves
the timer a fraction on the self destruct deadline, driving them
to kill in order to keep living.
Giovanni Calapaj
KAL JERICHO SCABS SQUAT PROSPECTOR
89
PLAGUE ZOMBIES
PLAGUE ZOMBIES
90
Giovanni Calapaj
DAEMONS
by Simon Elsen
THE INVESTIGATORS
by Kacper Kuc
91
Kacper Kuc
MERCENARIES
by Ben Cartwright
92
Ben Cartwright
CHARACTERS
by Jacob
94
96
CORRUPTED ENFORCERS
Steve Brice
97
Steve Brice
CORRUPTED ENFORCERS
PIT SLAVES
by Will Cooper
98
Will Cooper
99
Will Cooper
100
Will Cooper
CHARACTERS
by Will Cooper
VARDIS SOL
AND
SERVO-AUTOMATAS
Will Cooper
EYMERICH TRIMERES’ WARBAND & XENOS STALKER
by Alexander Lunde
102
Alexander Lunde
SLAVE OGRYN GANG – “COGFISTS”
by Alexander Lunde
103
104
Kane Yong
NOTABLE MEMBERS OF THE HELLHOUNDS
by David Rosewell
106
107
THE FORGOTTEN HIVE
Far north of the World Sump Ocean past the ancient size. Derelict and forsworn, barely a soul in sight, its engine
sunken shipyards of the Quinspirus Cluster and the heart long since stalled. Promethium no longer pumped
desolate rad pits of the Blitzguard lays a forgotten Spire through destitute and calcified pipes. A pitiful mass of
newly revealed by a millennia long Ash storm. None machines and architecture thrust up like a dirty stiletto
can say what long begotten relics of Necromunda’s through the ochre haze of the horizon. Bayonetted black
Technocracy lay within its rusting and radiated interior or against the twilight smog like an ominous shadow.
what eldritch horrors lay in wait for the unwary traveller.
It began as a rumour hushed in dim tents on the radtrail,
By no measure was the thing a Hive. Barely a pinnacle but like anything of value, the rumour spread through the
compared to the manmade mountain monoliths of spider network of traders and tunnels until it reached the
Necromunda. But here north of north out on the edge of dry docks of the Quinspirus cluster.
the storm plains, where Nomads reign beyond the remit of
108 the clans and houses there were few structures to rival its
AN OPPORTUNITY
New hive. A rust relic emerged from the Ash storms You are not the first and your reasons to be here are you
somewhere north of the world sump ocean, a technocratic own, but as it lays before you now, a brooding monolith of
treasure of a bygone age. Like moths to the lantern, a dead era. You cannot escape the faded majesty of what
Guilders and Warlords from afar moved quickly to lay was. The few shanties that have built up around its toxic
claim to the derelict citadel. Most faltered at the first, rim are sparse and windblown temporal things, clinging to
lost in rad storms or engulfed by the shifting dunes. But what now passes as life in the shadow of the spire. Your
some persisted desperate to lay claim to the Phantom respirator coughs and gargles struggling to keep you alive
fortification. A tentative foothold in this impermanent place in this toxic acropolis of death. The wind begins to howl
before the apparition descends back to myth shrouded in as you check the blips emerging onto your Auspex. Your
discouraging electrical storms. arrival has not gone unnoticed. Unclipping an ammo pack
from its housing you take note of a makeshift waster sign
that translates as “BleakSpur” and you couldn’t agree
more. 109
BLEAKSPUR HIVE
by Neil Reed
110
DESIGNER’S NOTE: BLEAKSPUR GAME
Neil allowed me to include his magnificent build in this booklet, as well as provided pictures from
multiplayer, narrative, Inquisitor-style game located in Bleakspur Hive among the Ash Wastes of
Necromunda. It featured warbands created by him, Peter Hudson, Ben (Requiem 82), Jonathan
(Shiboleth) as well as NPCs provided by Bjarni Dali, Nicholas Pihlstrom and legendary artists John
Blanche. Link to full photo album of the Bleakspur Hive is found here:
https://distopus.blogspot.com/2020/07/necromundan-ashwaste-spire.html
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113
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